Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
?
Techniques
Character Creation
Techniques
Knowledge
Training
Exit
Finish
?
Techniques
Training
Techniques
Attributes
Skills
Jobs
Advancement
Exit
Finish
?
Techniques
Advancement
Actions
Styles
Character
?
Styles
Actions
Styles
Character
?
Actions
Techniques
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Techniques
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Techniques
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Styles
All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can set which styles are currently active on the character, allowing them to be used in the Actions Page. You can set both job styles and general styles. Basic styles are always set.
Actions
This is the Actions section. Here you can use any action available to your character.
⟩⟩
 Build
Pts 0 / 0
 Job
Pts 0 / 0
 Standard
Pts 0 / 0
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hasted
Hindered
Immobilized
Impaired
Jolted
Prone
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hasted
Hindered
Immobilized
Impaired
Jolted
Prone
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Job Styles
Fighter
Fighter
Fighter
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
The art of war is about being the one that survives to the end and the fighter is the embodiment of this. Armed with methods to self sustain and heal, the fighter is a well spring of sustained combat. The fighter is made to be very self sufficient, however it excels most when it can be provided healing. A teammate that can heal the fighter without spending its resources will see the fighter staying more effective. Fighters like having a high body attribute as it increases their HP stat. The fighter doesn't want for any particular skills however might will allow it to use its body attribute to attack as well.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fighter Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 15] + [Character Rank x 15]
Power is set to 3 + [Character Rank x 2]
Brace increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Armor increases by 2
Heal Value increases by 10 + [Character Rank x 2]
Wild Swing
Reaction ; 1/Round
No Check; 1 Target
Trigger: You deal damage using a melee attack.
You strain your body with your impact, harming both you and your opponent.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
3d3 + 1 Weapon damage
1d3 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Second Wind
Swift ; 1/Round
No Check;
You take a breath and refocus your senses.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 1 + [Character Rank x 2] Hit Points
Shrug It Off
Reaction ; 1/Round
No Check;
Trigger: You take damage.
You bolster your defenses to take an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You halve the damage taken.
Heal [Character Rank x 2] Hit Points
Fighter's Blockade
Quick ; 1/Round
No Check;
You brace yourself for an attack
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Shielded Status
You gain 1 EN
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Undaunted
Swift ; 1/Conflict; 4 EN; 1 Boon
No Check;
You ignore the effects of a wound for a short duration, allowing you to persevere in battle.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Gain 1 Vitality
Target loses the Downed Status
Definitions: Downed
Downed
Status A downed character is severely injured. You automatically fail all skill checks from the active category. All attacks against this character have +1 Advantage and they receive no Move Charge at the start of a round. This condition ends automatically after 1 hour of rest.
Fast Healing
Reaction ; 1/Round
No Check
Trigger: You have HP damage and receive HP healing.
There's nothing more invigorating than healing.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 1 + [Character Rank] Hit Points
Target gains 1 EN
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Second Wind II
Swift ; 1/Round; 3 EN
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 1 + [Character Rank x 2] Hit Points
If target has a surge, they must spend one and heal 5 + [Heal Value] Hit Points
,
Sentinel
Sentinel
Sentinel
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Ever on the lookout for their allies, the sentinel is a protector and wall. The sentinel excels at defense and will throw themselves into the line of danger whenever and wherever their allies are threatened. The sentinel's abilities allow it to move across the battlefield to protect allies and take attacks, but its range is often short. The sentinel can find itself struggling against ranged attackers so having some way to deal with those is usually helpful for the sentinel. Sentinels appreciate both a high body and precision attribute as the former will raise its HP and some of its techniques require the latter. The sentinel will do well with training in the skirmish skill as its techniques key off of it.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sentinel Discipline
Passive
No Check
A Vanguard's role is on the battlefield, protecting allies and defending against those who would engage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 15] + [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Brace increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Armor increases by 4
Notice increases by 2 + [Character Rank]
Savior
Reaction ; 1/Round
No Check; Range: 1; 1 Target
Trigger: A character in range is targeted by a melee attack.
You put yourself in harm's way and redirect an attack to yourself.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You and the triggering defending character free move to each other's spaces and take the attack instead. The defending character may choose to be pushed up to 2 spaces in any direction instead of trading places.
The original attack is cancelled and the attacking character is forced to remake the attack against you.
After the attack completes and if the triggering defending character is adjacent to you, you may trade places with the triggering defending character.
Definitions: Free Move
Free Move
Movement This is a normal move action however it does not force you to become Engaged until you finish moving.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Defender
Reaction ; 1/Round
Skirmish; Range: 1; 1 Target
Trigger: You take damage.
Requirements: You may choose to not have a target.
You retaliate at the aggressor with a swing of your own.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You halve the damage taken.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d3 + [Power] Weapon damage
Sentinel's Blockade
Quick ; 1/Round
No Check;
You brace yourself for an attack
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Shielded Status
You gain 1 EN
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Distant Savior
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The range of your Savior Technique increases to 1-3.
Sentinel's Aegis
Reaction ; 1/Round
No Check;
Trigger: You take damage.
You bolster your defenses to take an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You halve the damage taken.
You gain 1 EN
Physicalward
Reaction ; 1/Round; 2 EN; 1 Boon
No Check
Trigger: You are the target of an Attack technique but before damage is resolved.
You brace yourself for the incoming attack, becoming energized for future volleys.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Against the triggering effect, Target gains [Character Rank x 10] Resistance against Force damage
Against the triggering effect, Target gains [Character Rank x 10] Resistance against Piercing damage
Intercepting Dash
Reaction ; 1/Round
No Check; Range: 1-3; 1 Target
Trigger: A character moves within the range of this technique.
Before the target completes their move, you move next to them, causing them to be engaged with you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You are Pulled 3 spaces towards the triggering character.
Target gains 1 EN
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Increased Savior
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Your Savior Technique limit is now 2/Round.
,
Bulwark
Bulwark
Bulwark
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Bulwarks are masters of conjury as they use their skills to instantly materialize structures. With this skill they create blockades to funnel foes and shield their allies. The Bulwark can gain many benefits when using techniques that use the Materialize trait, however lacks any techniques to do so naturally. The job is created with walls in mind and providing structures for cover. Conjure is a very useful skill for Bulwark as it allows them to provide bonuses to the objects they create. Body is also a great attribute to have as it bolsters their own HP and provides bonuses to the conjure skill.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Bulwark Discipline
Passive
No Check
A Vanguard's role is on the battlefield, protecting allies and defending against those who would engage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 15] + [Character Rank x 10]
Willpower increases by [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Artistry is set to 3 + [Character Rank x 2]
Brace increases by 4 + [Character Rank]
Warding increases by 2 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Armor increases by 2
Lasting Creations
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use a [Materialize] technique, both the maximum duration the technique can be focused on and the duration the material will last increases to 1 hour.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
, Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Focus Material
Reaction ; 1/Round
No Check
Trigger: At round start you have an active [Focus] and [Materialize] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
, Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Permanent Creations
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use a [Materialize] technique, you can pay half of the material cost in gold to make the material permanent by infusing gold into the structure of the material.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Solidify
Reaction ; 1/Round
Conjure; Range: 1-3;
Trigger: You use a [Materialize] technique to create an object.
Requirements: The target must be every object created by the triggering technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target's current and max HP increases by an amount equal to 2 x your Character Rank.
The target's current and max HP increases by an amount equal to 3 x your Character Rank.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Mold Cover
Reaction ; 1/Round
Conjure; Range: 1-3; Object 1
Trigger: A character in range is targeted by a melee attack and are adjacent to a structure you have created and are focusing on by using a [Materialize] technique.
Requirements: The target must be a structure you are focusing on that is adjacent to the triggering character.
You shield your ally by pulling a piece of your creation into the line of fire.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Artistry] Hit Points
The attacking character must instead attack the triggering structure.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Bulwark's Blockade
Quick ; 1/Round
No Check;
You brace yourself for an attack
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Shielded Status
You gain 1 EN
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Bulwark's Aegis
Reaction ; 1/Round
No Check;
Trigger: You take damage.
You bolster your defenses to take an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You halve the damage taken.
You gain 1 EN
Remake Conjury
Reaction ; 1/Conflict; 2 EN; 1 Boon
No Check
Trigger: You end focus on a [Materialize] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Immediately use the same technique, ignoring its action and resource costs.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Maintenance
Reaction
No Check; Range: 1-5; Object 1
Trigger: You maintain focus on a [Materialize] technique.
Requirements: The target must be every object created by the triggering technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Artistry] Hit Points
You gain 1 EN
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Warden's Aegis
Reaction ; 1/Round
No Check;
Trigger: You take damage.
You bolster your defenses to take an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You halve the damage taken.
You gain 1 EN
,
Warden
Warden
Warden
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
The warden is a master of the ethereal, able to weave it into armor to protect themselves and their allies. By providing temporary shields, a warden is a fluid defender prioritizing charging into battle. The warden has a few ways to defend themselves but especially in melee combat does the full arsenal unlock. As such, learning additional techniques to improve their melee combat is beneficial to the warden. As their mantles are based on the enchant skill, wardens often do well with the skill trained. Like all vanguards, wardens want a high body attribute along with a high quickness for their enchant.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Warden Discipline
Passive
No Check
A Vanguard's role is on the battlefield, protecting allies and defending against those who would engage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 15] + [Character Rank x 10]
Willpower increases by [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Brace increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Armor increases by 2
Base Speed increases by 1
Ethereal Mantle
Swift ; 1/Round
Enchant;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain a mantle. The mantle has HP equal to 5. When you take HP damage, the mantle absorbs the damage instead until destroyed. Once destroyed, any additional damage is taken to the character.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
The mantle gains additional HP equal to [5 x your Character Rank].
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use this technique, any mantles created by this technique immediately fade.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ally Mantle
Swift ; 1/Round
Enchant; Range: 1-3; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target gains a mantle. The mantle has HP equal to 5. When the target take HP damage, the mantle absorbs the damage instead until destroyed. Once destroyed, any additional damage is taken to the character.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
The mantle gains additional HP equal to [2 x your Character Rank].
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use this technique, any mantles created by this technique immediately fade.
Reprisal Ward
Reaction ; 1/Round; 2 EN
Enchant; Range: 1-4; 1 Target
Trigger: A mantle you've created takes damage from a melee attack.
Requirements: The target must be the character that attacked your mantle.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Character Rank] Energy damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
The target takes HP damage equal to the damage the mantle absorbed. Any damage over the mantle's HP is ignored in this way.
Mantle Shielding
Reaction ; 1/Round
No Check; Range: 1-4
Trigger: A mantle you've created is destroyed by damage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Any damage not taken by the mantle is halved.
Warden's Blockade
Quick ; 1/Round
No Check;
You brace yourself for an attack
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Shielded Status
You gain 1 EN
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Great Mantle
Swift ; 1/Round; 1 Boon
Enchant; Range: 0-3; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target gains a mantle. The mantle has HP equal to [5 x your Character Rank]. When the target take HP damage, the mantle absorbs the damage instead until destroyed. Once destroyed, any damage not taken by the mantle is ignored.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
The mantle gains additional HP equal to [5 x your Character Rank].
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use this technique, any mantles created by this technique immediately fade.
Healing Ward
Reaction ; 1/Round
No Check;
Trigger: A mantle you've created takes damage from an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 2 Hit Points
You gain 1 EN
,
Hunter
Hunter
Hunter
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Stalking their prey, a hunter is a focused predator of their enemies. By assigning a creature as their quarry, a hunter can track them easily and strike with pinpoint accuracy through any armor they possess. A hunter is best utilized as a ranged attacker and benefits from attacks that keep them at a distance. They also fair very well against heavily armored characters due to their ability to add armor-piercing to their ranged attacks. Giving the hunter training in the shoot skill will always be beneficial as many of its abilities require its use. As such, hunters appreciate a high precision attribute to help support their techniques.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Hunter Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 20 + [Character Rank x 5]
Accuracy is set to 3 + [Character Rank x 2]
Warding increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Base Speed increases by 1
Notice increases by [Precision] + [Character Rank]
Hide increases by 2 + [Character Rank]
Assign Quarry
Swift ; 1/Round
No Check; Range: 1-5; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target becomes your quarry for the next 5 minutes. You can only have one character assigned as your quarry at one time. Assigning a character as your quarry allows you to use certain techniques that require a quarry.
Hunter's Mark
Reaction ; 1/Round
No Check; Range: 2-6; 1 Target
Trigger: You deal damage to your Quarry.
Requirements: Your target must be your Quarry.
You know how to pinpoint the weaknesses of your mark.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
3 + [Character Rank] Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Seek Prey
Quick
Search; Range: 1-6; 1 Target
Requirements: Your target must be your Quarry and they must be hidden.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain +2 Advantage on this skill check.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Pinpoint
Swift ; 1/Round; 1 EN
No Check
You focus your aim for a precise shot.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The next Shoot-skill Technique you use has Armor-Piercing.
Follow-Up Shot
Reaction ; 1/Round
Shoot; Range: 2-6; 1 Target
Trigger: An ally uses an Attack on your Quarry.
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + [Accuracy] Weapon damage
Hunter's Aim
Quick ; 1/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, You gain +1 Advantage on your next Attack roll.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Bloodseeker
Reaction ; 1/Round
No Check; Range: 2-6; 1 Target
Trigger: You deal damage to your Quarry.
Requirements: Your target must be your Quarry.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Hindered Status
You gain 1 EN
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Wildmark
Reaction ; 1/Round; 1 EN; 1 Boon
Shoot; Range: 2-6; 1 Target
Trigger: You deal damage to your Quarry.
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Requirements: Your target must be your Quarry.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 1 Weapon damage
,
Sniper
Sniper
Sniper
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
The sniper is a damage focused job that protects itself by keeping its distance. It is known for its accuracy, even allowing it to see through soft cover allowing it to counter those who may try to hide in mist or fog on a battlefield. A Sniper benefits from using techniques from a long range. Styles that allow a sniper to maintain distance are to its benefit. While distance will allow a Sniper some amount of protection, having ways to maintain cover or create it are always beneficial to a Sniper. Snipers like to have a high Precision attribute to allow it to use its Shoot-based techniques accurately. Likewise, a Sniper benefits from having training in the Shoot skill.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sniper Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 5]
Accuracy is set to 3 + [Character Rank x 2]
Warding increases by 5 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Guile increases by 2 + [Character Rank]
Base Speed increases by 1
Notice increases by 2 + [Precision] + [Character Rank]
Hide increases by 2 + [Character Rank]
Veilbreak Sight
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You receive no penalties when attacking through Soft Cover and you may target creatures using Soft Cover to remain Hidden.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Longshot
Swift ; 1/Round; 2 EN
No Check
You focus your aim for a distant shot.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, You may increase the maximum range of the next Shoot-skill Technique you use by up to 4.
High Ground Range
Swift
No Check; Range: 2-12; 1 Target
Requirements: You must be at least 2 spaces higher in elevation than the chosen target.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may increase the maximum range of the next Shoot-skill Technique you use on the target by up to 2.
Sniper's Aim
Quick ; 1/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, You gain +1 Advantage on your next Attack roll.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Distant Energy
Reaction ; 1/Round
No Check; Range: 2-12; 1 Target
Trigger: You use an Attack Technique at its maximum range.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] damage
You gain 1 EN
Deadeye
Swift ; 1/Round; 3 EN; 1 Boon
No Check; Range: 5-12; 1 Target
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 2 Weapon damage
,
Trooper
Trooper
Trooper
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Staying guard over their watch, a trooper is a master of keeping guard over an area. Those who enter a trooper's overwatch are bound to be hit with the trooper's variety of techniques. A trooper tends to benefit from ranged techniques of all types, as long as the character can use them within the trooper's medium length range. Troopers tend to prefer a high precision and shoot skill to allow them to make full use of their kit. As such, a trooper should also be built to have a ranged weapon in hand.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Trooper Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 5]
Accuracy is set to 3 + [Character Rank x 2]
Brace increases by 2 + [Character Rank]
Warding increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Guile increases by 2 + [Character Rank]
Base Speed increases by 1
Notice increases by 2 + [Precision] + [Character Rank]
Fortitude increases by 2 + [Character Rank]
Assign Overwatch
Swift ; 1/Round
No Check; Range: 2-6; Blast 1
You watch over an area for any mobility.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You assign the area as your overwatch. Assigning an area as your overwatch allows you to perform a variety of job techniques.
Your overwatch grants you +1 Advantage to attack skill checks against any character inside the overwatch whenever it is not your turn. You also gain +1 Advantage on Search skill checks on characters in the overwatch.
Any character that can see you can understand where your overwatch is located.
When you assign an area as your overwatch, any previously assigned overwatch you have active is removed.
Quickdraw Instinct
Quick ; 1/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the start of the next round, if a character enters your overwatch, you can use a quick action technique as a reaction as long as the technique targets the triggering character and the target is within range of the technique.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fulldraw Instinct
Full ; 1/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the start of the next round, if a character enters your overwatch, you can use a full action technique as a reaction as long as the technique targets the triggering character and the target is within range of the technique.
Warning Shot
Reaction ; 1/Round
No Check; Range: 2-6; 1 Target
Trigger: A character voluntariliy moves into your overwatch.
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Requirements: The target must be the triggering character.
You fire a quick warning shot to stop them in their tracks.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
The target ends their movement.
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Trooper's Aim
Quick ; 1/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, You gain +1 Advantage on your next Attack roll.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Assign L. Overwatch
Swift ; 1/Round
No Check; Range: 2-6; Blast 2
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You assign the area as your overwatch. Assigning an area as your overwatch allows you to perform a variety of job techniques.
Your overwatch grants you +1 Advantage to attack skill checks against any character inside the overwatch whenever it is not your turn. You also gain +1 Advantage on Search skill checks on characters in the overwatch.
Any character that can see you can understand where your overwatch is located.
When you assign an area as your overwatch, any previously assigned overwatch you have active is removed.
EN Warning Shot
Reaction ; 1/Round
No Check; Range: 2-6; 1 Target
Trigger: A character voluntariliy moves into your overwatch.
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Requirements: The target must be the triggering character.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
The target ends their movement.
Target gains the Hindered Status
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Blackwatch
Reaction ; 1/Round; 3 EN; 1 Boon
No Check; Range: 2-6; 1 Target
Trigger: A character voluntariliy moves into your overwatch.
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 2 Weapon damage
,
Warmage
Warmage
Warmage
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
By covering the field in explosions, the warmage intends to level groups. They provide methods to improve area attacks allowing them to shield their allies from their attacks. With a lot of emphasis on area attacks, techniques that target bursts, blasts, and cones are always useful to the warmage - but especially any blast abilities. There are a variety of techniques that can create area effects, but damaging ones typically are keyed off of shoot or throw skills. As with all operators, the warmage enjoys some benefit from a high precion attribute.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Warmage Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 5]
Willpower increases by [Character Rank x 10]
Accuracy is set to 3 + [Character Rank x 2]
Artistry is set to 3 + [Character Rank x 2]
Warding increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Base Speed increases by 1
Notice increases by [Precision] + [Character Rank]
Sculpt Spell
Reaction
No Check; Range: 1-6; 3 Targets
Trigger: You target multiple characters with a single technique.
Requirements: The targets must be among the triggering characters.
You shield your allies with ether to prevent them from taking damage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Your skill check automatically fails against the selected targets.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Enlarge Spell
Swift ; 1/Round; 1 EN
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The next technique you use that has a target of Blast has its size increased by 1. The technique must not have the [Focus] trait.
Definitions: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Pushing Blast
Reaction ; 1/Round
No Check; Range: 1-5; 3 Targets
Trigger: You deal damage to characters with a single technique.
Requirements: The targets must be among the triggering characters.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 2 spaces from you.
Warmage's Aim
Quick ; 1/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The Target gains +1 Advantage on their next Attack roll.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Arcane Impact
Reaction ; 1/Round
No Check; Range: 1-6; 3 Targets
Trigger: You deal damage to multiple characters with a single technique.
Requirements: The target must be among the triggering characters.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1 + [Character Rank] Energy damage
You gain 1 EN
Arcane Burstspike
Reaction ; 1/Round; 2 EN; 1 Boon
No Check; Range: 1-6; 3 Targets
Trigger: You deal damage to multiple characters with a single technique.
Requirements: The targets must be among the triggering characters.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d3 + [Artistry] Energy damage
,
Rogue
Rogue
Rogue
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
The rogue is an expert at exploiting distractions and disappearing quickly. Their abilities allow them to strike hard then disappear into hiding again. While the rogue can hide in cover more easily than most, they lack a method to reliably create cover. They pair well with techniques and teammates that can create that cover for them. Rogues, like all athletes, prefer having a high quickness to gain a lot of movement. Many rogues will find training in sneak and finesse skills will be advantageous to their job but aren't necessary to succeed.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Rogue Discipline
Passive
No Check
An Athlete prioritizes their speed and reaction speed. It's difficult to catch them with their superior movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 15 + [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Brace increases by 2 + [Character Rank]
Reflex increases by 5 + [Character Rank]
Insight increases by 2 + [Character Rank]
Base Speed increases by [Quickness]
Evasion increases by [Character Rank]
Hide increases by 5 + [Character Rank]
Sneak Attack
Swift ; 1/Round
No Check; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Requirements: An ally must be engaged with the target or you were hidden before you attacked.
You know how to strike subtly and exploit a foe’s distraction.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + [Character Rank] Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Disengage
Reaction ; 1/Round
No Check
Trigger: You become engaged to a character.
It's difficult to keep you locked down.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Engaged Status
You may immediately move a number of spaces up to your Base Move.
Definitions: Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Cover
Reaction ; 1/Round
No Check
Requirements: You enter a space where you can hide.
You find it exceptionally easy to hide.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hidden Status
Target loses the Engaged Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Rogue's Dash
Quick ; 1/Round
No Check;
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
You gain 1 EN
Definitions:
,
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slip Past
Reaction ; 1/Round
No Check
Trigger: You lose the Engaged status.
Nothing more exhilerating than pulling off a quick maneuver.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, your movement does not cause you to gain the Engaged status.
Target gains 1 EN
Assassinate
Swift ; 1/Round; 3 EN; 1 Boon
No Check; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Requirements: An ally must be engaged with the target or you were hidden before you attacked.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + 6 Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sneak Attack II
Swift ; 1/Round
No Check; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Requirements: An ally must be engaged with the target or you were hidden before you attacked.
Your sneak attacks are especially dangerous.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 2 Weapon damage
,
Brawler
Brawler
Brawler
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
The brawler is a fistfighter keen on getting into the fight. They specialize at weakening foes so that they can setup combos for themselves and others - both on their own turns and on their allies' by setting up flanking opportunities. A brawler can reliably inflict its targets with the Hindered status. As such, the brawler pairs well with any techniques that allow the brawler or its teammates to take advantage of the Hindered status. A brawler appreciates both a high body and quickness attribute. The former as the grappling skill keys off of it while quickness will grant the brawler a lot of move speed. Grappling is a very useful skill for the brawler as its main techniques require it.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Brawler Discipline
Passive
No Check
An Athlete prioritizes their speed and reaction speed. It's difficult to catch them with their superior movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 25 + [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Brace increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Insight increases by 2 + [Character Rank]
Base Speed increases by [Quickness]
Heal Value increases by 10 + [Character Rank x 5]
Bullet Punch
Swift ; 1/Round
Grappling; Range: 1; 1 Target
You make a quick jab.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Power] + 1 Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Follow-Up Strike
Reaction ; 1/Turn
Grappling; Range: 1; 1 Target
Trigger: An adjacent character gains the Hindered condition.
You take advantage of a momentary distraction to swing at the foe's flank.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d3 Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
[Power] Force damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Dodge
Reaction ; 1/Round
No Check
Trigger: You take HP damage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Halve the damage taken.
Brawler's Dash
Quick ; 1/Round
No Check;
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
You gain 1 EN
Definitions:
,
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Follow-Up Step
Reaction ; 1/Round
No Check
Trigger: You inflict the Hindered Condition.
You maneuver into a new position.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 3 spaces.
Target gains 1 EN
Definitions:
Reactive Reposition
Reaction ; 1/Round; 2 EN
Grappling; Range: 1; 1 Target
Trigger: You become Engaged with a character.
Your quick maneuers will find your foes in your position.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
You and the target swap places. After the swap, you may move up to 3 spaces.
,
Kineticist
Kineticist
Kineticist
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
The kineticist is a highly mobile caster that expertly throws objects and magic. By attacking, the kineticist stores excess ki into their body to release it into a burst of movement. When building a kineticist, try to focus on techniques that will allow them to attack from a short distance or benefit from movement. The kineticist lacks ways to protect themselves so any defensive techniques are likely to help a kineticist. Kineticists tend to benefit from a high precision and quickness attribute. Kinesis is always helpful to train as it allows a Kineticist to make full use of their abilities.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Kineticist Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 15 + [Character Rank x 10]
Willpower increases by [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Accuracy
Brace increases by 2 + [Character Rank]
Def_Warding
Reflex increases by 4 + [Character Rank]
Insight increases by 2 + [Character Rank]
Base Speed increases by [Quickness]
Kinetic Motion
Reaction
No Check
Trigger: You deal damage to a character.
You build ki with your attacks to rapidly move.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 Move Charge.
Rapid Redraw
Reaction
No Check
Trigger: You throw a Bulk 15 or lighter item.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may immediately draw a Bulk 15 or lighter object that is on your person.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Anti-Air Shot
Reaction ; 1/Turn
Kinesis; Range: 2-3; 1 Target
Trigger: A character moves through the air.
Item Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
You immediately launch an object at those approaching from above where you can get a clear shot.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
[Power] Force damage
Kinetic Step
Reaction ; 1/Round
No Check
Trigger: You gain Move Charge through a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to [Move Charge] spaces.
Definitions:
,
Kineticist's Dash
Quick ; 1/Round
No Check;
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
You gain 1 EN
Definitions:
,
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Kinetic Rush
Reaction ; 1/Round
No Check
Trigger: You gain Move Charge through a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to [Move Charge] spaces.
Target gains 1 EN
Definitions:
,
Retaliatory Burst
Reaction ; 1/Round
Kinesis; Burst 3
Trigger: You gain the Engaged status.
You release a burst of ki around you as an enemy approaches.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2 + [Character Rank] Force damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ki Volley
Swift ; 1/Round; 2 EN; 1 Boon
Kinesis; Range: 0; Cone 3
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Accuracy] Force damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + [Character Rank] Force damage
,
Labourer
Labourer
Labourer
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Some tasks simply require sustained effort and the labourer is keenly built to retain their endurance for such situations. With many techniques that allow them to maintain energy, the labourer can keep energy high and hold out to the end of a task. A labourer appreciates training in the endurance skill as it allows them to make full use of all of their techniques, however this is far from a mandatory skill. Much like all athletes, the quickness attribute will help a labourer maintain sustained and fast movement.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Pick Up Labour
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Your Interact technique increases its limits to 4/Round.
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Labourer Discipline
Passive
No Check
An Athlete prioritizes their speed and reaction speed. It's difficult to catch them with their superior movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 15 + [Character Rank x 10]
Willpower increases by [Character Rank x 10]
Power is set to 3 + [Character Rank x 2]
Brace increases by 2 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Insight increases by 2 + [Character Rank]
Base Speed increases by [Quickness]
Fortitude increases by 2 + [Character Rank]
Notice increases by 2 + [Character Rank]
Long Haul
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you are asked to make an Physique skill check for the purposes of sustained effort, you do so with +1 Advantage.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Efficient Labour
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When gathering resources, a labourer gathers double the normal amount of resources.
Lasting Focus
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain a focus effect for up to 2 hours.
Reserved Focus
Reaction ; 1/Round
No Check
Trigger: At round start you have an active [Focus] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
Definitions: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Labourer's Dash
Quick ; 1/Round
No Check;
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
You gain 1 EN
Definitions:
,
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Reserved Energy
Reaction ; 1/Round
No Check;
Trigger: Your Energy drops to 1 or less.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Unfailing Endurance
Reaction ; 1/Day; 1 Boon
No Check;
Trigger: You fail a Physique skill check versus a flat DC.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You treat your skill check as if you rolled a 12.
Definitions: Flat DC
Flat DC
A flat DC is a term used to represent a DC that is a consistent DC and is not in opposition to a character.
,
Bard
Bard
Bard
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Bards are amazing performers that inspire their allies. They have many abilities that grant advantage on skill checks allowing their allies to act at their best capabilities. They also have a great ability to heal Will. A bard works best when it can inspire others, so having additional ways to grant advantages is usually a boon for the bard. Unlike many Advocate jobs, a bard can function well in a battlefield but you may want to find ways to bolster its survivability when doing this. A bard benefits from having training in the Inspire skill as many of its techniques unlock additional effects with a good check. As such, bards tend to appreciate a high conviction attribute.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Bard Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 5]
Willpower increases by 5 + [Conviction x 3] + [Character Rank x 10]
Accuracy is set to 3 + [Character Rank x 2]
Warding increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Rally
Swift ; 1/Round
Inspire; Range: 1-5; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, The Target gains +1 Advantage on their next skill check.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal [Artistry] Willpower
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Rebound Will
Reaction ; 1/Round; 2 EN
Inspire; Range: 1-5; 1 Target
Trigger: A character's WILL is reduced to zero but before they trigger a Will Break.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The character is reduced to 1 WILL instead.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal [Artistry] Willpower
Group Rally
Swift ; 1/Round; 3 EN
Inspire; Range: 1-5; 5 Targets
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, The Target gains +1 Advantage on their next skill check.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal [Artistry] Willpower
Bard's Focus
Quick ; 2/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Energized Rally
Reaction ; 1/Round
No Check; Range: 1-5; 1 Target
Trigger: You grant a target +1 advantage to a skill check.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, The Target gains +1 Advantage on their next skill check.
You gain 1 EN
Bardic Boon
Quick ; 1/Conflict; 1 Boon
Inspire; Range: 1-5; 1 Target
Your inspiring pressence grants them the inspiration to act.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target gains their Impulse Boon.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 2 EN
,
Medic
Medic
Medic
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
The medic is a medical practitioner and expert healer. They provide action efficient healing with Medkits and can remove conditions easily. While the medic can heal with its own techniques, it lacks any kind of range with its skills. Longer range healing or methods to increase their movement can help with this constraint. Medics benefit from having training in the fortify skill as they can provide extra effects with this skill. As such, the intuition attribute can help bolster their heal checks. As with all waymakers, medics also appreciate a good conviction score to improve their willpower.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Medic Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 10]
Willpower increases by 5 + [Conviction x 3] + [Character Rank x 10]
Accuracy is set to 3 + [Character Rank x 2]
Warding increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Fortitude increases by 4 + [Character Rank]
First Aid
Quick
No Check; Range: 1; 1 Target or Self
Requirements: You must have access to a Medkit.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Character Rank] Hit Points
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target loses any condition of your choice
Definitions:
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Emergency Care
Reaction ; 1/Round; 2 EN
No Check; Range: 1; 1 Target or Self
Trigger: A character takes damage.
Requirements: You must have access to a Medkit.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal 2 + [Heal Value] + [Accuracy] Hit Points
Rapid Treatment
Swift ; 1/Round; 2 EN
Heal; Range: 1; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses any condition of your choice
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target loses any condition of your choice
Definitions:
Medic's Focus
Quick ; 2/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Medic's Expertise
Reaction
No Check; Range: 1-3; 1 Target or Self
Trigger: You provide HP healing with a technique and the target had HP damage.
Requirements: The target must be the creature you heal.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 1 + [Character Rank] Hit Points
You gain 1 EN
Benediction
Quick ; 1/Round; 5 EN; 1 Boon
No Check; Range: 1; 1 Target or Self
Requirements: You must have access to a Medkit.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Heal Value] Hit Points
Target loses all conditions of your choice
Definitions:
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Rhapsody
Full ; 1/Round; 3 EN; 1 Boon
No Check; Range: 1; 1 Target or Self
Requirements: You must have access to a Medkit.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Gain 1 Vitality
Target loses the Downed Status
Definitions: Downed
Downed
Status A downed character is severely injured. You automatically fail all skill checks from the active category. All attacks against this character have +1 Advantage and they receive no Move Charge at the start of a round. This condition ends automatically after 1 hour of rest.
,
Spellwright
Spellwright
Spellwright
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A spellwright is a master of shaping magic which allows one to transmute material quickly into objects and structures. While a spellwright is able to perform marvelous feats to objects, they innately lack any techniques to create them. A spellwright needs access to techniques that will allow them to create objects and structures to make full use of their skills. The shape skill is required to make full use of a spellwright's abilities. Naturally, they also enjoy a high body attribute to further bolster their shape skill. Otherwise, like many Waymakers, conviction is also a strong attribute.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Spellwright Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 5]
Willpower increases by 5 + [Conviction x 3] + [Character Rank x 10]
Accuracy is set to 3 + [Character Rank x 2]
Artistry is set to 3 + [Character Rank x 2]
Brace increases by 2 + [Character Rank]
Warding increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Notice increases by 2 + [Character Rank]
Focus Resonant
Reaction ; 1/Round
No Check
Trigger: At round start you have an active [Focus] and [Resonator] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
Definitions: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
, Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quicken Craft
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When crafting a blueprint, treat a successful skill check as if it progresses the crafting time by 2 instead of 1.
Shaped Conversion
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use a [Transmute] or [Resonator] technique, you may treat the technique as if it also has the [Materialize] trait. Instead of targetting an existing material, you create material to replicate the effects in the target area.
Definitions: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
, Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
, Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Unshape
Reaction ; 1/Round
Shape; Range: 1-5; Object 1
Trigger: You use a [Dust] technique on an object.
Requirements: The target must be the triggering object.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Artistry] Energy damage
1d6 Energy damage
Spellwright's Focus
Quick ; 2/Round
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Memorize Shape
Passive
No Check
You impart the memory of the object into the dust so that it can easily reposition itself when remade.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you [Dust] an object, you may choose to memorize all of the details of the object. The object must fit within a 5 foot cube.
Once within the next week, you may recreate the object in precise detail as long as you use the exact same dust that was used to create the object.
You may keep the memory of up to two objects at a time in this way.
Definitions:
Maintain Transmute
Reaction
No Check; Range: 1-3;
Trigger: At round start you have an active [Focus] and [Transmute] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
You gain 1 EN
Definitions: Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
Quickcraft II
Swift ; 1 Boon
Shape; Range: 1
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may craft a blueprint using Tier 1 material dust.
The item you craft can be created in an adjacent space or immediately donned into yours or a willing adjacent character's gear slot.
Treat a successful skill check as if it progresses the crafting time by 3 instead of 1.
,
Scholar
Scholar
Scholar
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A scholar is an expert in information and rational thinking. Their expertise gives them innate advantages when recalling facts. With this knowledge, scholars can use it to back their own arguments. They benefit from techniques that allow them to use the rationalize skill to help convince others of their opinions. Having many Lore Knowledges is always helpful to a scholar. Rationalize is an important skill for scholars that want to use their knowledge in social conflict. Because of these skills, scholars tend to benefit from a high reason attribute.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Scholar Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Recall is set to 3 + [Character Rank]
Warding increases by 2 + [Character Rank]
Insight increases by 4 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by 2 + [Reason] + [Character Rank]
Factual Reasoning
Quick
No Check
You easily back your claims with evidence and research.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Choose a non-General lore that you have ranks in.
Until the end of the conflict, You have +1 advantage on all Rationalize-skill Technique skill checks as long as you can incorporate this lore as part of your use of the technique. It is up to your GM whether you have successfully incorporated a statement.
Each time you use this Technique you may select a new lore. This replaces the previous use of the Technique.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Point of Clarity
Reaction ; 1/Round
No Check; Range: 1-5; 1 Target
Requirements: A character fails a lore skill check and you are also trained in the skill.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may attempt the same skill check but with +1 advantage.
Swift Rebuttal
Reaction ; 1/Round
Rationalize; Range: 1-5; 1 Target
Trigger: A character makes a Rationalize skill check to pass off a lie or inaccuracy as fact.
Requirements: The target must be the triggering character.
Your quick rebuttal shuts down their attempts at deception.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
The target instead fails their skill check. Any effects of the technique reliant on passing the skill check fail.
Scholar's Advice
Quick ; 1/Round
No Check; Range: 1; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The Target gains +1 Advantage on their next skill check.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Energized Teacher
Reaction ; 1/Round
No Check
Trigger: When you've successfully taken advantage of Factual Reasoning to gain its effects.
Your ability to weave in your expertise into conversation is exciting.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may change the non-Generic lore your Factual Reasoning targets.
You gain 1 EN
As You May Recall
Reaction ; 1/Day; 1 Boon
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You declare a flashback scene. The scene cannot be more than 1 minute long and having happened no more than a day's time. The scene may show you having prepared for an outcome. This may come in the form of having purchased/acquired a necessary item or having gathered information related to the present.
This flashback must be possible in accordance to established events. The GM may declare you need to perform a skill check to have the scene occur. The GM is the final arbiter of whether a flashback can be established and what the consequences are.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Eclectic Knowledge
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You have +1 advantage on all Lore Skill checks.
,
Tactician
Tactician
Tactician
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Tacticians are masters of controlling a battlefield. Their techniques emphasize positioning and allow them to move their allies and grant them bonus actions. A tactician's techniques require them to be close to their allies with a slight lean towards being in melee so anything to help defend them in this position is helpful. A tactician benefits from training in the Analyze skill as some of its techniques require it to unlock their full potential. As such, tacticians also appreciate a high Reason attribute to bolster their skill to the fullest.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Tactician Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 10 + [Character Rank x 10]
Willpower increases by [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Warding increases by 4 + [Character Rank]
Insight increases by 2 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by [Reason] + [Character Rank]
Base Speed increases by 1
Planned Movement
Reaction ; 1/Round
No Check; Range: 1; 1 Target
Trigger: A character starts their turn or ends their movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The character may Dash once as a swift action.
Ready For Action
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If you start a conflict with 0 EN, start with 1 EN instead.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Saw That Coming
Reaction
Analyze
Trigger: When initiative is rolled and you are surprised.
It's difficult to surprise you.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may participate during the surprise round.
Emergency Positions
Reaction ; 1/Round; 2 EN
No Check; Range: 1-3; 1 Target
Trigger: You become Engaged with a character.
Requirements: The target must be a willing character.
You disengage from combat
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You move up to 3 spaces.
Target may Move up to spaces.
Definitions:
Commanding Action
Quick ; 1/Round
Analyze; Range: 1-3; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to spaces.
You allow another character to use a Quick-action Technique.
Definitions:
Tactician's Advice
Quick ; 1/Round
No Check; Range: 1; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The Target gains +1 Advantage on their next skill check.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Energized Dash
Reaction ; 1/Round
No Check
Trigger: You use a technique that grants another character a Dash.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 4 spaces.
You gain 1 EN
Definitions: Free Move
Free Move
Movement This is a normal move action however it does not force you to become Engaged until you finish moving.
Tactical Action
Swift ; 1/Round
No Check; Range: 1-3; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You allow another character to use a Quick-action Technique.
,
Detective
Detective
Detective
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Always on the hunt for clues, the detective is a master of analyzing a case. Both skilled in environmental and people analysis, a detective can detect anything out of place and reveal the truths of the world. When it comes to people, a detective is especially skilled at learning a character's motivations and can do with this information as they see fit. A detective gains a variety of ways to learn influences but lacks methods to capitaliize on this information. Learning techniques that allow the detective to reduce a character's willpower can be of a large boon to the detective as their own techniques can reduce it. The analyze skill shows up often in the detective's techniques as it is used both to find clues and analyze people. Having a high reason attribute can help with these checks.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Detective Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Warding increases by 2 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Insight increases by 4 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by [Reason] + [Character Rank]
Hide increases by 2 + [Character Rank]
Analytical Mind
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain +1 Advantage on Analyze skill checks when looking for clues or tracks.
Lie Detector
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may use Analyze instead of Empathy to discern if a character has lied.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Gut Instinct
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious.
Behavioral Insight
Reaction ; 1/Round
Analyze; Range: 1-5; 1 Target
Trigger: A technique is used and an oppositional influence penalty is added to the target character's check.
Requirements: The target must be the triggering character.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
A related oppositional influence to the statement is revealed to you.
Detective's Advice
Quick ; 1/Round
No Check; Range: 1; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The Target gains +1 Advantage on their next skill check.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Influence Trail
Reaction ; 1/Round
Analyze; Range: 1-5; 1 Target
Trigger: You learn a character's influence.
Requirements: The target must be the triggering character.
You unnerve a character as you delve into their inner most thoughts.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
1d6 + [Charisma] Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Flustered Status
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Definitions: Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
Discern Intent
Quick ; 1/Round; 1 Boon
Analyze; Range: 1-5; 1 Target
Requirements: Pose a request as part of this action.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If the target has an influence related to your request, it is revealed to you.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
You learn the target's highest severity influence related to your request, supportive or oppositional. If they are equal, you may choose to learn one of them.
,
Magus
Magus
Magus
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A master of the envocation, the magus is an area manipulator and trickster. By creating fields, mists, fires, and floods, the magus seeks to spread ether to hinder their foes. The magus has many ways to bolster their envocation techniques; learning some will allow you to take advantage of these benefits. The magus lacks methods to truly defend themselves and benefits well from protection. The channel skill is often used to empower envocation techniques and therefore will always be a great technique for magi. As such, a high intuition is quite beneficial to them.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Magus Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 5 + [Character Rank x 5]
Willpower increases by [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Warding increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Insight increases by 2 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by [Reason] + [Character Rank]
Focus Envocation
Reaction ; 1/Round
No Check
Trigger: At round start you have an active [Focus] and [Envoke] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
Definitions: Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
, Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Shape Envocation
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you create an area of effect with an [Envoke] technique, you may choose any number of spaces that are not part of the area.
Definitions: Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
Binding Spell
Reaction ; 1/Round; 1 EN
Channel; Range: 1-4; 1 Target
Trigger: A character is about to leave the area of your [Envoke] technique.
Requirements: The target must be the triggering character.
As they try to escape, you bind them with the latent ether in your envocation.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
The target's Move Charge reduces to zero and they immediately stop moving.
Definitions: Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
Magus' Advice
Quick ; 1/Round
No Check; Range: 1; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The Target gains +1 Advantage on their next skill check.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Hindering Ether
Reaction ; 1/Round
Channel; Range: 1-4; 1 Target
Trigger: A character starts their turn in the area of your [Envoke] technique.
Requirements: The target must be the triggering character.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1 + [Character Rank] Energy damage
Target gains the Hindered Status
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
, Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
Enlarge Envocation
Swift ; 1/Round; 1 Boon
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The next [Envoke] technique you use that has a target of Blast has its size increased by 1.
Definitions: Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
,
Empath
Empath
Empath
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
An empath is an expert in helping others reduce the tension in their lives. They can help calm negative emotions and reduce damage against will, even stepping in when times are tough. While an empath can reduce the amount of incoming Will damage, they lack much to progress in a social conflict. Treat them as a defensive tool against aggressive will attacks. As their name suggests, an empath benefits from the empathy skill as many of their techniques become more powerful with successful checks. Similarly, an empath enjoys a high intuition attribute to bolster their empathy skill.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Empath Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by 20 + [Intuition x 3] + [Character Rank x 15]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Insight increases by 5 + [Character Rank]
Freewill increases by 2 + [Character Rank]
Calming Presence
Swift ; 1/Round; 3 EN
Empathy; Range: 1-5; 1 Target
Requirements: The target must be a willing character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses all emotions of your choice
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 1 EN
Definitions:
Booned Counseling
Reaction ; 1/Conflict; 2 EN; 1 Boon
No Check; Range: 1-5; 1 Target
Trigger: A character gains an Emotion status.
Requirements: The target must be a willing character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses all emotions of your choice
Definitions:
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Redirect Tension
Reaction ; 1/Round
Empathy; Range: 1-3; 1 Target
Trigger: A character in range is targeted by a Will attack.
You interject and take on the tension of the situation instead.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The original attack is cancelled and the attacking character is forced to remake the attack against you.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal 1d6 + [Charisma] Willpower
Build Understanding
Reaction ; 1/Round
Empathy; Range: 1-5; 1 Target
Trigger: A character resists having an influence's severity shifted.
Requirements: The target must be the triggering character.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Until the end of the turn, Attempts at shifting the severity of the same influence gains +1 advantage.
Empath's Charm
Quick ; 1/Round
No Check; Range: 1-5; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Defuse Tension
Reaction ; 1/Round
No Check; Range: 1-5; 1 Target
Trigger: You heal a character's Will.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 1d6 Willpower
You gain 1 EN
,
Merchant
Merchant
Merchant
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
The merchant is an expert negotiator. By gaining bonuses when granting favor and having methods to prevent a failed request, a merchant will make the sale - whether its a product or an earnest request. Merchants excel when they are able to increase favor and have methods to accelerate their favor gain. They lack methods to manipulate another's influences so having techniques or another's help in this area is usually fruitful. The charm skill is very helpful to the merchant as it unlocks many of the techniques of the merchant. As such, a high Insight attribute is usually appreciated by a merchant.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Merchant Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by 5 + [Intuition x 3] + [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Insight increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Freewill increases by 4 + [Character Rank]
Scrutiny increases by 4 + [Character Rank]
Promote
Swift ; 1/Round
Charm; Range: 1-5; 1 Target
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 2
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Rescind Request
Reaction ; 1/Round; 1 EN
Charm; Range: 1-5; 1 Target
Trigger: You fail a request check with a character but before they leave the social conflict.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
Increase target's Patience by 1
Side Hustle
Reaction ; 1/Round; 1 EN
Charm; Range: 1-5; 1 Target
Trigger: Favor increases with a character.
Requirements: The target must be a character that is not the triggering character.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 1d6 + 2
Merchant's Charm
Quick ; 1/Round
No Check; Range: 1-5; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Energized Praise
Reaction
No Check; Range: 1-5; 1 Target
Trigger: You increase favor with a character.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 2
You gain 1 EN
Final Sale
Reaction ; 1/Conflict; 2 EN; 1 Boon
No Check; Range: 1-5; 1 Target
Trigger: A character's patience is reduced to zero but before they leave the social conflict.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When making your request, you may attempt to bargain at the same time by offering goods, services, or favors. You may also choose to threaten and offering them things they do not want at the risk of angering them. This may increase the results of your request check.
Make a request check on the target with 1d6 + [Favor]
,
Orator
Orator
Orator
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Orators are excellent at convincing others to follow their whims. With their carefully crafted words, they pull others into their charms and use implication to carve through an argument. The orator is exceptional at attacking another's will and converting it into favor for themselves. They prefer having techniques that compliment this play style, preferring to break anothers' will over anything else. When building an orator, the Misdirect skill is very useful to make their techniques more effective. As such, mesmers tend to enjoy a high conviction attribute. Insight is also great to improve their own willpower.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Orator Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by 5 + [Intuition x 3] + [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Warding increases by 2 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Insight increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Freewill increases by 4 + [Character Rank]
Silver Tongue
Swift ; 1/Round
Misdirect; Range: 1-5; 1 Target
Your implication offers more than your words.
vs. Scrutiny
vs. Scrutiny
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight.
1d6 + 2 + [Character Rank] Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Increase target's Favor by 10
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Evil Eye
Reaction ; 1/Round
Misdirect; Range: 1-5; 1 Target
Trigger: A character suffers from a Will Break.
Requirements: The target must be the triggering character.
Your piercing look unnerves immediately.
vs. Scrutiny
vs. Scrutiny
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight.
1d6 + [Charisma] Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
This technique does nothing.
Coaxing Request
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you perform a Request check, you may treat the technique as if it has the [Brutal] trait.
Definitions: Brutal
Brutal
Effect Trait When this technique's effect has you roll dice, roll all dice twice and take only the highest results.
Orator's Charm
Quick ; 1/Round
No Check; Range: 1-5; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Mesmerize
Reaction ; 1/Round
No Check; 1 Target
Trigger: You successful damage a character's WILL.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Suggestion
Full ; 1/Conflict; 1 Boon
No Check; Range: 1-5; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When making your request, you may attempt to bargain at the same time by offering goods, services, or favors. You may also choose to threaten and offering them things they do not want at the risk of angering them. This may increase the results of your request check.
Make a request check on the target with 1d6 + [Favor]
,
Etherealist
Etherealist
Etherealist
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Communicators with spirits and the ethereal, an etherealist is a master of the spirit realm. As much of their communication has come in the form of emotional awareness, they've become excellent readers of ones thoughts and hidden influences. The etherealist gains many techniques that allow them to easily communicate with spirits, however lacks many options to aid themselves directly in conversation. Having a method to reliably make requests is likely to help the etherealist blossom. Both the resonance and empathy skills are very useful to the etherealist as many of their techniques key off of these. As such, intuition is a highly valuable attribute to an etherealist.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Etherealist Discipline
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by 5 + [Intuition x 3] + [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Insight increases by 5 + [Character Rank]
Freewill increases by 5 + [Character Rank]
Spirit Beacon
Full ; 1 EN
No Check; Range: 0;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create a beacon of your location in the spirit realm. This allows you to see spirits out to 10 spaces from your location and speak to them from your beacon. The beacon moves with you as you move.
Pulse Reading
Reaction
Empathy; Range: 1-5; 1 Target
Trigger: A technique is used and an oppositional influence penalty is added to the target character's check.
Requirements: The target must be the triggering character.
Detect shifts in emotion by sensing subtle changes in their behaviour.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
Until the end of the round, The next social skill check you use on the target character gains +1 Advantage.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Spirit Walk
Full ; 1 EN
Resonance; Range: 1; 2 Targets
Requirements: The targets must be willing characters and may include self.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You transfer the targets' consciousness to the spirit realm. See rules for traversing the spirit realm for more information.
Target gains the Unconscious Status
Definitions: Unconscious
Unconscious
Status An unconscious character cannot take actions, can’t move or speak, and is unaware of its surroundings. The character drops whatever it’s holding and falls prone. All of the character's defenses and senses are considered to be 0.
Harmonic Appeal
Reaction ; 1/Round
Empathy; Range: 1-5; 1 Target
Trigger: A technique is used and a supportive influence bonus is added to the target character's check.
Requirements: The target must be the triggering character.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
A related supportive influence to the statement is revealed to you.
Etherealist's Charm
Quick ; 1/Round
No Check; Range: 1-5; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Mirror Motives
Reaction ; 1/Round
Empathy; Range: 1-5; 1 Target
Trigger: You learn a character's influence.
Requirements: The target must be the triggering character.
You reflect the same values back at them.
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
Increase target's Favor by 1d3 + 1
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Expel Soul
Full ; 3 EN; 1 Boon
Resonance; Range: 1; 1 Target
You channel your energies into forcing a target into the spirit realm with your quick palm strike.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
You force consciousness to leave the target's body and enter the spirit realm.
If the target has a spirit inside of them, instead the spirit is forced out of the body.
Target gains the Unconscious Status
Definitions: Unconscious
Unconscious
Status An unconscious character cannot take actions, can’t move or speak, and is unaware of its surroundings. The character drops whatever it’s holding and falls prone. All of the character's defenses and senses are considered to be 0.
Spirit Sense
Quick
Resonance; Range: 1; 1 Target
You determine if a spirit resides within a creature or object.
vs. Freewill
vs. Freewill
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Freewill is a character's sense of self and being. This sense defends against those that would manipulate your soul or memory through enchantments or possession.
You learn if a spirit resides inside the target.
Advanced Styles
?
Melee Weapons
Melee Weapons
Cleaving Arte
Cleaving Arte
Cleaving Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Might-focused style that deals large damage to multiple close targets.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop
Full
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
You wind up with a powerful overhead slash.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Weapon damage
Sweeping Wide Chop
Full ; 2 EN
Might; Range: 1; 2 Targets
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
Requirements: Each target must be adjacent to each other.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 4 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop II
Full ; 2 EN
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
2d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 10 Weapon damage
Spinning Heavy Slash
Full ; 3 EN
Might; Range: 1; Burst 1
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
1d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 4 Weapon damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop III
Full ; 4 EN
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
2d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 16 Weapon damage
Sweeping Wide Chop II
Full ; 5 EN
Might; Range: 1; 2 Targets
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
Requirements: Each target must be adjacent to each other.
vs. Evasion
vs. Evasion
undefined
2d6 + 3 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 10 Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Spinning Heavy Slash II
Full ; 6 EN
Might; Range: 1; Burst 1
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
2d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 12 Weapon damage
,
Battering Arte
Battering Arte
Battering Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Might-focused style that knocks foes up and away.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop
Full
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
You wind up with a powerful overhead slash.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Weapon damage
Knockback Swing
Full
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
You wind up with a powerful overhead slash.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + 4 Weapon damage
Target is Pushed 1 spaces horizontally.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop II
Full ; 2 EN
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
2d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 10 Weapon damage
Battering Swing
Full ; 2 EN
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
2d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 2 spaces horizontally.
Target is Pushed 1 spaces vertically upward.
Launching Swing
Full ; 3 EN
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
2d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 10 Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 3 spaces vertically upward.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop III
Full ; 4 EN
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
2d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 16 Weapon damage
Battering Swing II
Full ; 4 EN
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
2d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 12 Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 2 spaces horizontally.
Target is Pushed 1 spaces vertically upward.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Launching Swing II
Full ; 5 EN
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
2d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 16 Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 3 spaces vertically upward.
,
Berserker Arte
Berserker Arte
Berserker Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Might-focused style that deals extra damage at the risk of reducing their own defenses.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop
Full
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
You wind up with a powerful overhead slash.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Weapon damage
Berserker Barrage
Full ; 2 EN
Might; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
1d6 + 5 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
3d6 + 12 Weapon damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop II
Full ; 2 EN
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
2d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 10 Weapon damage
Reckless Swing
Quick
Might; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 5 Weapon damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop III
Full ; 4 EN
Might; Range: 1; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
2d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 16 Weapon damage
Berserker Barrage II
Full ; 4 EN
Might; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
2d6 + 6 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d6 + 20 Weapon damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Reckless Swing II
Quick ; 4 EN
Might; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
2d6 + 5 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 10 Weapon damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Berserker Barrage III
Full ; 6 EN
Might; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
3d6 + 12 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
6d6 + 24 Weapon damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
,
Duelist Arte
Duelist Arte
Duelist Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Skirmish-focused style that hinders their foes and then exploits the condition for greater damage.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slash
Quick
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Weapon damage
Advancing Slash
Quick
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
vs. Evasion
vs. Evasion
undefined
1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Definitions:
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slash II
Quick ; 2 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 4 Weapon damage
Needle Point
Quick ; 2 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Requirements: The target must have the Hindered Condition.
vs. Evasion
vs. Evasion
undefined
2d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 1 Weapon damage
Faltering Blade
Quick ; 3 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 3 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 5 Weapon damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slash III
Quick ; 4 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 8 Weapon damage
Advancing Slash II
Quick ; 2 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
vs. Evasion
vs. Evasion
undefined
1d6 + 3 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 5 Weapon damage
Definitions:
Needle Point II
Quick ; 4 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Requirements: The target must have the Hindered Condition.
vs. Evasion
vs. Evasion
undefined
4d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 6 Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Swift Faltering Blade
Swift ; 1/Round; 2 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
[Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 1 Weapon damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
,
Crestfall Arte
Crestfall Arte
Crestfall Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Skirmish-focused style that charges ki into a weapon to release it in one large blow.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slash
Quick
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Weapon damage
Overhead Slash
Full
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
You wind up with a powerful overhead slash.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Weapon damage
Fading Slash
Quick ; 1 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 1 Weapon damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
Definitions:
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slash II
Quick ; 2 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 4 Weapon damage
Crestfall Charge
Swift ; 1/Round; 1 EN
No Check;
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
You concentrate ki into your weapon.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 1 Blade Ki. You may hold up to 3 Blade Ki at once. All Blade Ki disappears at the end of a Conflict.
Crestfall Slash
Full ; 1 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
You fire off your stored ki in an explosive blast with your strike.
vs. Evasion
vs. Evasion
undefined
1d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Weapon damage
You may spend any amount of Blade Ki you have available. For each Blade Ki you spend, you deal 1d6+1 weapon damage.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slash III
Quick ; 4 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 8 Weapon damage
Overhead Slash II
Full ; 4 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
2d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 16 Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Crestfall Slash II
Full ; 4 EN
Skirmish; Range: 1; 1 Target
Item Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
2d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 16 Weapon damage
You may spend any amount of Blade Ki you have available. For each Blade Ki you spend, you deal 1d6+1 weapon damage.
,
Overwhelming Arte
Overwhelming Arte
Overwhelming Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Skirmish-focused style that can attack both Brace and Reflex defenses to overwhelm their foes.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Swing
Full
Skirmish; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 Weapon damage
Swinging Flurry
Full
Skirmish; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + 3 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Clobber
Quick
Skirmish; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
[Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Weapon damage
Swing Fast
Quick ; 1 EN
Skirmish; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
1d6 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + 2 Weapon damage
Overhead Swing II
Full ; 2 EN
Skirmish; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
2d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 4 Weapon damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Swing III
Full ; 4 EN
Skirmish; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
2d6 + 3 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 12 Weapon damage
Swinging Flurry II
Full ; 3 EN
Skirmish; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
2d6 + 5 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
3d6 + 6 Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Swinging Flurry III
Full ; 5 EN
Skirmish; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
2d6 + 8 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d6 + 12 Weapon damage
,
Phalanx Arte
Phalanx Arte
Phalanx Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Skirmish-focused style that employs long reaching attacks.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Leaping Thrust
Quick
Skirmish; Range: 1-2; 1 Target
Item Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 1 spaces.
vs. Evasion
vs. Evasion
undefined
[Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Weapon damage
Definitions:
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Piercing Thrust
Full ; 2 EN
Skirmish; Range: 1; Line 2
Item Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 5 Weapon damage
High Thrust
Quick
Skirmish; Range: 1-2; 1 Target
Item Traits:
You thrust upward and pull the target to the ground.
vs. Evasion
vs. Evasion
undefined
1 + [Power] Weapon damage
The target falls.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Weapon damage
Leaping Thrust II
Quick ; 3 EN
Skirmish; Range: 1-2; 1 Target
Item Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 1 spaces.
vs. Evasion
vs. Evasion
undefined
1d6 + 3 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Weapon damage
Definitions:
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Piercing Thrust II
Full ; 5 EN
Skirmish; Range: 1; Line 2
Item Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 13 Weapon damage
Reaching Thrust
Quick ; 2 EN
Skirmish; Range: 1-3; 1 Target
Item Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 6 Weapon damage
Definitions:
Heavy Full Thrust
Full ; 5 EN
Skirmish; Range: 1-2; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
undefined
2d6 + 9 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
5d6 + 16 Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Power Thrust
Quick ; 6 EN
Skirmish; Range: 1-2; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
undefined
2d6 + 9 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
5d6 + 16 Weapon damage
,
Sky Pike Arte
Sky Pike Arte
Sky Pike Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Skirmish-focused style that launches themselves into the air to deal bonus damage if attacking from above.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Midrange Lunge
Quick
Skirmish; Range: 1-2; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
undefined
[Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 3 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Pole Vault
Swift ; 1/Round
No Check;
Item Traits:
You use your pole to launch yourself upward.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
You may Move up to 1 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Rising Strike
Quick ; 2 EN
Skirmish; Range: 1; 1 Target
Item Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
You may Move up to 1 spaces.
vs. Evasion
vs. Evasion
undefined
2 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 3 Weapon damage
Target gains the Hindered Status
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Aerial Smash
Quick ; 2 EN
Skirmish; Range: 1-2; 1 Target
Item Traits:
Requirements: You must be at least 1 space above the target.
vs. Evasion
vs. Evasion
undefined
3d6 + 4 + [Power] Weapon damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Leaping Pole Vault
Reaction ; 1/Round
No Check;
Trigger: You finish a fall.
Item Traits:
As you fall you launch yourself back into the air with a thrust of your pole.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 4 spaces.
You may Move up to 1 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Descending Smash
Quick ; 4 EN
Skirmish; Range: 1-2; 1 Target
Item Traits:
Requirements: You must be at least 1 space above the target.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You immediately fall.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 15 + [Power] Weapon damage
Any fall damage you had taken by this technique is instead taken by the target.
Rising Strike II
Quick ; 4 EN
Skirmish; Range: 1; 1 Target
Item Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
You may Move up to 1 spaces.
vs. Evasion
vs. Evasion
undefined
1d6 + 2 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 9 Weapon damage
Target gains the Hindered Status
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Descending Smash II
Quick ; 6 EN
Skirmish; Range: 1-2; 1 Target
Item Traits:
Requirements: You must be at least 1 space above the target.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You immediately fall.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
7d6 + 24 + [Power] Weapon damage
Any fall damage you had taken by this technique is instead taken by the target.
,
FInesse Blade Arte
FInesse Blade Arte
FInesse Blade Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Finesse-focused style that allows you to attack both Brace and Reflex defenses.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Cut
Quick
Finesse; Range: 1; 1 Target
Item Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
or Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
You slash quickly.
vs. Evasion
vs. Evasion
undefined
1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blade Dance
Full ; 3 EN
Finesse; Range: 1; 1 Target
Item Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
or Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
You hit them with a flurry of slices to overwhelm their defense.
vs. Evasion
vs. Evasion
undefined
2d6 + 3 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
3d6 + 9 Weapon damage
Quick Cut II
Quick ; 2 EN
Finesse; Range: 1; 1 Target
Item Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
or Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 2 Weapon damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blade Dance II
Full ; 5 EN
Finesse; Range: 1; 1 Target
Item Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
or Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
You hit them with a flurry of slices to overwhelm their defense.
vs. Evasion
vs. Evasion
undefined
3d6 + 3 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d6 + 15 Weapon damage
Quick Cut III
Quick ; 4 EN
Finesse; Range: 1; 1 Target
Item Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
or Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 5 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 6 Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Cut IV
Quick ; 6 EN
Finesse; Range: 1; 1 Target
Item Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
or Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 9 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
5d6 + 12 Weapon damage
,
Whip Arte
Whip Arte
Whip Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Finesse-focused style that attacks from a distance and trips foes.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Whip Lash
Quick
Finesse; Range: 1-3; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
undefined
1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Whip Lash II
Quick ; 2 EN
Finesse; Range: 1-3; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 5 Weapon damage
Tripping Whip
Quick ; 2 EN
Finesse; Range: 1-3; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + 2 Weapon damage
Target gains the Prone Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Hindering Whip
Quick ; 2 EN
Finesse; Range: 1-3; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Weapon damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Whip Lash III
Quick ; 4 EN
Finesse; Range: 1-3; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 12 Weapon damage
Hindering Whip II
Quick ; 4 EN
Finesse; Range: 1-3; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 12 Weapon damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Stunning Whip
Quick ; 4 EN
Finesse; Range: 1-3; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 4 Weapon damage
Target gains the Stunned Status
Definitions: Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Head Banger
Quick ; 6 EN
Finesse; Range: 1-3; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
3d6 + 6 Weapon damage
Target gains the Prone Status
Target gains the Stunned Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
, Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
?
Ranged Weapons
Ranged Weapons
Bow Arte
Bow Arte
Bow Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Shoot-focused style allowing one to launch arrows at multiple targets.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Arrow
Quick
Shoot; Range: 2-5; 1 Target
Item Traits:
Traits:
vs. Evasion
vs. Evasion
undefined
1 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Spreading Arrow
Full ; 2 EN
Shoot; Range: 2-5; Line 3
Item Traits:
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 2 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Arrow II
Quick ; 2 EN
Shoot; Range: 2-5; 1 Target
Item Traits:
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 4 Weapon damage
Charged Shot
Full ; 1 EN
Shoot; Range: 2-5; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 Weapon damage
Arrow Rain
Full ; 3 EN
Shoot; Range: 2-5; Blast 1
Item Traits:
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Accuracy] Weapon damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 6 damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Charged Shot II
Full ; 4 EN
Shoot; Range: 2-5; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
undefined
2d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 9 Weapon damage
Spreading Arrow II
Full ; 5 EN
Shoot; Range: 2-5; Line 3
Item Traits:
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + 3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 8 Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Charged Shot III
Full ; 6 EN
Shoot; Range: 2-5; 1 Target
Item Traits:
vs. Evasion
vs. Evasion
undefined
2d6 + 3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 15 Weapon damage
Arrow Rain II
Full ; 6 EN
Shoot; Range: 2-5; Blast 1
Item Traits:
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + 6 + [Accuracy] Weapon damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 6 damage
,
Midrange Arte
Midrange Arte
Midrange Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Shoot-focused style that fires at single targets with high accuracy.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Shot
Quick
Shoot; Range: 2-6; 1 Target
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
vs. Evasion
vs. Evasion
undefined
1 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Shot II
Quick ; 2 EN
Shoot; Range: 2-6; 1 Target
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 1 Weapon damage
Slipfire
Full ; 2 EN
Shoot; Range: 2-6; 1 Target
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + 3 + [Accuracy] Weapon damage
vs. Evasion
vs. Evasion
undefined
1d6 + 1 Weapon damage
Suppressing Fire
Full ; 3 EN
Shoot; Range: 2-6; Line 3
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Requirements: You must remain in range of the target area, otherwise the technique ends.
You constantly fire at a specified area to prevent anyone from entering without catching a hit.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Weapon damage
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
The technique ends.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Shot III
Quick ; 4 EN
Shoot; Range: 2-6; 1 Target
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
vs. Evasion
vs. Evasion
undefined
1d6 + 3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 4 Weapon damage
Slipfire II
Full ; 4 EN
Shoot; Range: 2-6; 1 Target
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + 6 + [Accuracy] Weapon damage
vs. Evasion
vs. Evasion
undefined
2d6 + 3 Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Shot IV
Quick ; 6 EN
Shoot; Range: 2-6; 1 Target
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
vs. Evasion
vs. Evasion
undefined
2d6 + 3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
6d6 + 10 Weapon damage
Suppressing Fire II
Full ; 5 EN
Shoot; Range: 2-6; Line 3
Item Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Requirements: You must remain in range of the target area, otherwise the technique ends.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Evasion
vs. Evasion
undefined
1d6 + 3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Weapon damage
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
The technique ends.
,
Longsight Arte
Longsight Arte
Longsight Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Shoot-focused style that requres a longshot weapon to fire from great ranges and weakens foes.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sniping Shot
Full
Shoot; Range: 3-10; 1 Target
Item Traits: Longshot
Longshot
Item Trait This weapon is capable of firing ammunition at a long range.
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sniping Shot II
Full ; 3 EN
Shoot; Range: 3-10; 1 Target
Item Traits: Longshot
Longshot
Item Trait This weapon is capable of firing ammunition at a long range.
vs. Evasion
vs. Evasion
undefined
2d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 9 Weapon damage
Distant Lancer
Full ; 2 EN
Shoot; Range: 3-10; 1 Target
Item Traits: Longshot
Longshot
Item Trait This weapon is capable of firing ammunition at a long range.
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 3 Weapon damage
Hindering Snipe
Full ; 3 EN
Shoot; Range: 3-10; 1 Target
Item Traits: Longshot
Longshot
Item Trait This weapon is capable of firing ammunition at a long range.
vs. Evasion
vs. Evasion
undefined
2d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 9 Weapon damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Distant Lancer II
Full ; 4 EN
Shoot; Range: 3-10; 1 Target
Item Traits: Longshot
Longshot
Item Trait This weapon is capable of firing ammunition at a long range.
vs. Evasion
vs. Evasion
undefined
2d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 9 Weapon damage
Hindering Snipe II
Full ; 5 EN
Shoot; Range: 3-10; 1 Target
Item Traits: Longshot
Longshot
Item Trait This weapon is capable of firing ammunition at a long range.
vs. Evasion
vs. Evasion
undefined
2d6 + 3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 12 Weapon damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sniping Shot III
Full ; 6 EN
Shoot; Range: 3-10; 1 Target
Item Traits: Longshot
Longshot
Item Trait This weapon is capable of firing ammunition at a long range.
vs. Evasion
vs. Evasion
undefined
2d6 + 6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
5d6 + 18 Weapon damage
,
Scatterpoint Arte
Scatterpoint Arte
Scatterpoint Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Shoot-focused style that requres a scattershot weapon to shoot multiple foes at once.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Pointblank Shot
Quick
Shoot; Range: 2-3; 1 Target
Item Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
undefined
1d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Scattering Fire
Full ; 2 EN
Shoot; Range: 2-3; Cone 3
Item Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
undefined
1d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Focuspoint Shot
Full
Shoot; Range: 2-3; 1 Target
Item Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
undefined
2d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 Weapon damage
Scattering Fire II
Full ; 4 EN
Shoot; Range: 2-3; Cone 3
Item Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
undefined
2d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 6 Weapon damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Pointblank Shot II
Quick ; 3 EN
Shoot; Range: 2-3; 1 Target
Item Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
undefined
3d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 6 Weapon damage
Focuspoint Shot II
Full ; 5 EN
Shoot; Range: 2-3; 1 Target
Item Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
undefined
3d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
6d6 + 18 Weapon damage
L. Scattering Fire
Full ; 4 EN
Shoot; Range: 2-3; Cone 5
Item Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
undefined
2d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Pointblank Shot III
Quick ; 6 EN
Shoot; Range: 2-3; 1 Target
Item Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
undefined
4d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
6d6 + 18 Weapon damage
Scattering Fire III
Full ; 6 EN
Shoot; Range: 2-3; Cone 3
Item Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
undefined
3d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 10 Weapon damage
L. Scattering Fire II
Full ; 6 EN
Shoot; Range: 2-3; Cone 5
Item Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
undefined
3d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 10 Weapon damage
?
Martial Arts
Martial Arts
Forceful Fist Arte
Forceful Fist Arte
Forceful Fist Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Grapping-focused style that knocks foes around with powerful melee attacks.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Grapple
Quick
Grappling; Range: 1; 1 Target
You attempt to grapple a character.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target gains the Grappled Status
You gain the Grappled Status
Definitions: Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
Jab
Quick
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
[Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d3 + 3 Force damage
Crush Knuckle
Full ; 1 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
3d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
5d3 + 4 Force damage
Knockback Fist
Quick ; 2 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
1d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
3d3 + 4 Force damage
Target is Pushed 2 spaces from you.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab II
Quick ; 2 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
1d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d3 + 6 Force damage
Sudden Shove
Swift ; 1/Round
Grappling; Range: 1; 1 Target
Requirements: Target must be the same Size or smaller than you.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 2 spaces from you.
Battering Ram
Quick ; 1/Round; 1 EN
Grappling; Range: 1; Cone 2
Requirements: Targets must be the same Size or smaller than you.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 3 spaces from you.
You may Move up to 3 spaces.
Definitions:
Knockback Fist II
Quick ; 3 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
2d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d3 + 6 Force damage
Target is Pushed 2 spaces from you.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab III
Quick ; 4 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
3d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
8d3 + 5 Force damage
Smiting Ram
Quick ; 1/Round; 2 EN
Grappling; Range: 1; Cone 3
Requirements: Targets must be the same Size or smaller than you.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 3 spaces from you.
You may Move up to 3 spaces.
Definitions:
Crush Knuckle II
Full ; 4 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
5d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
12d3 + 5 Force damage
Unavoidable Fist
Full ; 3 EN
Grappling; Range: 1; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + 3 Force damage
vs. Evasion
vs. Evasion
undefined
5d3 + 3 + [Power] Force damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Knockback Fist III
Quick ; 5 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
3d3 + 5 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
6d3 + 8 Force damage
Target is Pushed 2 spaces from you.
,
Wrestling Arte
Wrestling Arte
Wrestling Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Grapping-focused style that grapples foes and ensures they do not get away.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Grapple
Quick
Grappling; Range: 1; 1 Target
You attempt to grapple a character.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target gains the Grappled Status
You gain the Grappled Status
Definitions: Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
Jab
Quick
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
[Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d3 + 3 Force damage
Combat Grab
Full ; 1 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
1d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d3 + 5 Force damage
Target gains the Grappled Status
You gain the Grappled Status
Definitions: Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab II
Quick ; 2 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
1d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d3 + 6 Force damage
Holding Grapple
Reaction ; 1/Turn
No Check; 1 Target
Trigger: A character you have grappled attempts to remove the grappled status.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Against the triggering effect, The Target gains +1 Disadvantage on their next skill check.
Follow the Hold
Reaction ; 1/Round; 1 EN
No Check;
Trigger: A character you have grappled is moved away from you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Free Move up to 4 spaces towards the grappled character. If you remain adjacent to them, you maintain the grapple.
Arm Twist
Quick ; 2 EN
Grappling; Range: 1; 1 Target
Requirements: The target must be a character you have grappled.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
4d3 + 2 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Suplex
Quick ; 2 EN
Grappling; Range: 1; 1 Target
Requirements: The target must be a character you have grappled.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d3 + 3 Force damage
Target gains the Prone Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab III
Quick ; 4 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
3d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
8d3 + 5 Force damage
Arm Twist II
Quick ; 4 EN
Grappling; Range: 1; 1 Target
Requirements: The target must be a character you have grappled.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
8d3 + 6 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Strangle
Quick ; 4 EN
Grappling; Range: 1; 1 Target
Requirements: The target must be a character you have grappled.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + 1 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Prone Status
Target gains the Stunned Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
, Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Submission Hold
Quick ; 6 EN
Grappling; Range: 1; 1 Target
Requirements: The target must be a character you have grappled.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + 1 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Prone Status
Until the end of the round, Target gains the Paralyzed Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
, Paralyzed
Paralyzed
Status A paralyzed character can't use actions or reactions, and can speak only falteringly. Attacks are made against them at +1 Advantage.
,
Flash Fang Arte
Flash Fang Arte
Flash Fang Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Grapping-focused style allowing one to freely weave through combat and reposition others.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab
Quick
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
[Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d3 + 3 Force damage
Weaving Strike
Full ; 1 EN
Grappling; Range: 1; 1 Target
You move in quickly to deal a powerful strike to then disappear.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
vs. Evasion
vs. Evasion
undefined
2d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d3 + 6 Force damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
Definitions:
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab II
Quick ; 2 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
1d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d3 + 6 Force damage
Reposition
Swift ; 1/Round
Grappling; Range: 1; 1 Target
Requirements: Target must be the same Size or smaller than you. There must be an unoccupied space adjacent to you.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Force Moved 2 spaces and the target must remain adjacent to you.
Freeflow Blow
Full ; 2 EN
Grappling; Range: 1; 1 Target
Requirements: Target must be the same Size or smaller than you. There must be an unoccupied space adjacent to you.
You use your strength to force another character into another position.
vs. Evasion
vs. Evasion
undefined
3d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
5d3 + 6 Force damage
Target is Force Moved 2 spaces and the target must remain adjacent to you.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab III
Quick ; 4 EN
Grappling; Range: 1; 1 Target
vs. Evasion
vs. Evasion
undefined
3d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
8d3 + 5 Force damage
Swap Sting
Quick ; 2 EN
Grappling; Range: 1; 1 Target
Requirements: Target must be the same Size or smaller than you.
You and the target swap places as you disorient them with a strike.
vs. Evasion
vs. Evasion
undefined
2d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d3 + 4 Force damage
You and the target swap spaces.
Slingshot Strike
Full ; 3 EN
Grappling; Range: 1; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 3 spaces.
vs. Evasion
vs. Evasion
undefined
3d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
6d3 + 10 Force damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 3 spaces.
Freeflow Blow II
Full ; 4 EN
Grappling; Range: 1; 1 Target
Requirements: Target must be the same Size or smaller than you. There must be an unoccupied space adjacent to you.
You use your strength to force another character into another position.
vs. Evasion
vs. Evasion
undefined
4d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
8d3 + 15 Force damage
Target is Force Moved 2 spaces and the target must remain adjacent to you.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slingshot Strike II
Full ; 5 EN
Grappling; Range: 1; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 3 spaces.
vs. Evasion
vs. Evasion
undefined
5d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
10d3 + 18 Force damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 3 spaces.
?
Arcanification Magic
Arcanification Magic
Arcane Conduit
Arcane Conduit
Arcane Conduit
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
An Enchant-focused style that allows one to impart and remove energy into people and objects. This allows one to heat or cool and channel magic into one's weapon attacks.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Heat Field
Swift ; 3 Willpower
No Check; Burst 3
You radiate heat from your body, providing warmth to those around you.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, You raise the temperature around you by up to 10°C.
Heat Target
Quick ; 1/Round; 2 EN; 3 Willpower
Enchant; Range: 1; 1 Target
With your touch, you provide a surge of heat and quickly warm it's surface.
Traits:
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Until the end of the round, You raise the target's surface temperature by up to 20°C.
If the target is wet it immediately dries.
2d6 + [Artistry] Burn damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Chill Field
Swift ; 3 Willpower
No Check; Burst 3
You radiate cold from your body, providing a cooling effect to those around you.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, You lower the temperature around you by up to 10°C.
Chill Target
Quick ; 1/Round; 2 EN; 3 Willpower
Enchant; Range: 1; 1 Target
Your touch chills the target and may cause it to freeze.
Traits:
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Until the end of the round, You lower the target's surface temperature by up to 20°C.
2d6 + 3 + [Artistry] Cold damage
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Shock Target
Quick ; 2 EN; 3 Willpower
Enchant; Range: 1; 1 Target
You impart electricity into the target, providing a stunning shock.
Traits:
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 3 + [Artistry] Shock damage
Target gains the Jolted Status
Definitions: Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Burnstrike
Reaction ; 1/Round; 1 EN; 5 Willpower
No Check; Range: 1; 1 Target
Trigger: You hit an adjacent character with an attack.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 Burn damage
Extinguish Fire
Swift ; 3/Round; 5 Willpower
Enchant; Range: 1; 1 Target or Self
Traits:
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target loses the Aflame Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
On failure, you may not use this technique again this round.
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Shockstrike
Reaction ; 1/Round; 1 EN; 5 Willpower
No Check; Range: 1; 1 Target
Trigger: You hit an adjacent character with an attack.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 Shock damage
Static Remover
Swift ; 1/Round; 5 Willpower
No Check; Range: 1; 1 Target or Self
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses the Jolted Status
Definitions: Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Coldstrike
Reaction ; 1/Round; 1 EN; 5 Willpower
No Check; Range: 1; 1 Target
Trigger: You hit an adjacent character with an attack.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 Cold damage
Frost Removal
Swift ; 3/Round; 5 Willpower
Enchant; Range: 1; 1 Target or Self
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses the Chilled Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
On failure, you may not use this technique again this round.
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Firestrike
Reaction ; 1/Round; 2 EN; 7 Willpower
Enchant; Range: 1; 1 Target
Trigger: You hit an adjacent character with an attack.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 3; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Joltstrike
Reaction ; 1/Round; 2 EN; 7 Willpower
Enchant; Range: 1; 1 Target
Trigger: You hit an adjacent character with an attack.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d3 + 1 Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Jolted Status
Definitions: Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
Character Rank 3; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Chillstrike
Reaction ; 1/Round; 2 EN; 7 Willpower
Enchant; Range: 1; 1 Target
Trigger: You hit an adjacent character with an attack.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + 2 Cold damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
,
Arcane Spellshot
Arcane Spellshot
Arcane Spellshot
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Shoot-focused style that creates powerful ranged single target energy attacks to be launched at foes.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Create Flames
Full ; 1 EN; 3 Willpower
Channel; Range: 1-5; Space 1
Traits:
;
;
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 2 + [Character Rank x 2] Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Firebolt
Quick ; 3 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
1 + [Accuracy] Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Fire damage
Flame Arrow
Quick ; 2 EN; 5 Willpower
Shoot; Range: 3-8; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + 2 + [Accuracy] Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 3 Fire damage
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Create Shock
Full ; 1 EN; 3 Willpower
Channel; Range: 1-5; Space 1
Traits:
;
;
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 4 + [Character Rank x 2] Shock damage
Shock
Quick ; 3 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
1 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Shock damage
Lightning Shaft
Quick ; 2 EN; 5 Willpower
Shoot; Range: 3-8; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + 2 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 3 Shock damage
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Create Cold
Full ; 1 EN; 3 Willpower
Channel; Range: 1-5; Space 1
Traits:
;
;
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 4 + [Character Rank x 2] Cold damage
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Cold Snap
Quick ; 3 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
1 + [Accuracy] Cold damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Cold damage
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Firebolt II
Quick ; 2 EN; 5 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + 2 + [Accuracy] Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 1 Fire damage
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Shock II
Quick ; 2 EN; 5 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + 2 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 1 Shock damage
Lightningbolt
Quick ; 3 EN; 5 Willpower
Shoot; Range: 1; Line 5
Traits:
vs. Evasion
vs. Evasion
undefined
2d6 + [Accuracy] Shock damage
Jolt
Full ; 2 EN; 5 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
[Accuracy] Shock damage
[Accuracy] Willpower damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 Shock damage
1d6 + 2 Willpower damage
Target gains the Jolted Status
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Stunned Status
Definitions: Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
, Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cold Snap II
Quick ; 2 EN; 5 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + 2 + [Accuracy] Cold damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 1 Cold damage
Frostbite
Full ; 2 EN; 5 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
1 + [Accuracy] Cold damage
1 + [Accuracy] Willpower damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 2 Cold damage
1d6 + 2 Willpower damage
Target gains the Chilled Status
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Stunned Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Firebolt III
Quick ; 4 EN; 7 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
2d6 + 3 + [Accuracy] Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 6 Fire damage
Flame Piercer
Quick ; 3 EN; 7 Willpower
Shoot; Range: 1; Line 5
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Fire damage
Character Rank 3; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fulgor
Quick ; 4 EN; 7 Willpower
Shoot; Range: 2-8; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
3d6 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 6 Shock damage
Lightning bolt II
Quick ; 4 EN; 7 Willpower
Shoot; Range: 1; Line 5
Traits:
vs. Evasion
vs. Evasion
undefined
3d6 + 2 + [Accuracy] Shock damage
Parabolt
Full ; 4 EN; 7 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + 2 + [Accuracy] Shock damage
1d6 + [Accuracy] Willpower damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Shock damage
4d6 + 6 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Until the end of the round, Target gains the Paralyzed Status
Definitions: Paralyzed
Paralyzed
Status A paralyzed character can't use actions or reactions, and can speak only falteringly. Attacks are made against them at +1 Advantage.
Character Rank 3; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Coldlock
Quick ; 3 EN; 7 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Cold damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 2 Cold damage
Target gains the Immobilized Status
Definitions: Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Freezebind
Full ; 4 EN; 7 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Cold damage
1d6 + [Accuracy] Willpower damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 Cold damage
3d6 + 4 Willpower damage
Target gains the Chilled Status
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Until the end of the round, Target gains the Frozen Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Frozen
Frozen
Status A frozen character can't use actions or reactions, and cannot move - even involunatarily. Attacks are made against them at +1 Advantage.
Character Rank 4; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Flame Arrow II
Quick ; 5 EN; 10 Willpower
Shoot; Range: 3-8; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
2d6 + 3 + [Accuracy] Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 8 Fire damage
Flame Piercer II
Quick ; 6 EN; 10 Willpower
Shoot; Range: 1; Line 5
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + 3 + [Accuracy] Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 5 Fire damage
Character Rank 4; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fulgor II
Quick ; 6 EN; 10 Willpower
Shoot; Range: 2-8; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
3d6 + 6 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 15 Shock damage
Gadzap
Full ; 6 EN; 10 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + 2 + [Accuracy] Shock damage
2d6 + [Accuracy] Willpower damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Shock damage
4d6 + 9 Willpower damage
Target gains the Jolted Status
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Until the end of the round, Target gains the Paralyzed Status
Definitions: Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
, Paralyzed
Paralyzed
Status A paralyzed character can't use actions or reactions, and can speak only falteringly. Attacks are made against them at +1 Advantage.
Character Rank 4; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cold Snap III
Quick ; 5 EN; 10 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
2d6 + 4 + [Accuracy] Cold damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 9 Cold damage
Freezebind II
Full ; 6 EN; 10 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + 2 + [Accuracy] Cold damage
2d6 + [Accuracy] Willpower damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 6 Cold damage
4d6 + 9 Willpower damage
Target gains the Chilled Status
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Until the end of the round, Target gains the Frozen Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Frozen
Frozen
Status A frozen character can't use actions or reactions, and cannot move - even involunatarily. Attacks are made against them at +1 Advantage.
Character Rank 5; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Thor
Full ; 7 EN; 15 Willpower
Shoot; Range: 2-8; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
4d6 + 8 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
6d6 + 35 Shock damage
,
Arcane Blast
Arcane Blast
Arcane Blast
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Shoot-focused style that causes energy to blast at a target point and engulf the area.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Heat Field
Swift ; 3 Willpower
No Check; Burst 3
You radiate heat from your body, providing warmth to those around you.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, You raise the temperature around you by up to 10°C.
Firebolt
Quick ; 3 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
1 + [Accuracy] Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Fire damage
Fireball
Full ; 1 EN; 3 Willpower
Shoot; Range: 2-5; Blast 1
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + [Accuracy] + 3 Fire damage
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Chill Field
Swift ; 3 Willpower
No Check; Burst 3
You radiate cold from your body, providing a cooling effect to those around you.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, You lower the temperature around you by up to 10°C.
Cold Snap
Quick ; 3 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
1 + [Accuracy] Cold damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Cold damage
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Shock
Quick ; 3 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
1 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Shock damage
Spark Ball
Full ; 1 EN; 3 Willpower
Shoot; Range: 2-5; Blast 1
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + [Accuracy] + 3 Shock damage
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Firebolt II
Quick ; 2 EN; 5 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + 2 + [Accuracy] Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 1 Fire damage
Fireball II
Full ; 3 EN; 5 Willpower
Shoot; Range: 2-5; Blast 1
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 2 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 4 Fire damage
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Shock II
Quick ; 2 EN; 5 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + 2 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 1 Shock damage
Spark Ball II
Full ; 3 EN; 5 Willpower
Shoot; Range: 2-5; Blast 1
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 2 Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 4 Shock damage
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cold Snap II
Quick ; 2 EN; 5 Willpower
Shoot; Range: 2-5; 1 Target
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + 2 + [Accuracy] Cold damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 1 Cold damage
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fireblast
Full ; 5 EN; 7 Willpower
Shoot; Range: 2-5; Blast 2
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 6 Fire damage
Blasting Flames
Full ; 4 EN; 5 Willpower
Shoot; Range: 2-5; Blast 1
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 4 Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 3; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Spark Ball III
Full ; 5 EN; 7 Willpower
Shoot; Range: 2-5; Blast 1
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 7 Shock damage
Plasma Blast
Full ; 4 EN; 7 Willpower
Shoot; Range: 2-5; Blast 1
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 2 Shock damage
Target gains the Jolted Status
Definitions: Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
Character Rank 4; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fireblast II
Full ; 6 EN; 10 Willpower
Shoot; Range: 2-5; Blast 2
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 3 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 6 Fire damage
Blasting Flames II
Full ; 6 EN; 10 Willpower
Shoot; Range: 2-5; Blast 1
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 3 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 9 Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Plasma Blast II
Full ; 6 EN; 10 Willpower
Shoot; Range: 2-5; Blast 1
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 3 Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 7 Shock damage
Target gains the Jolted Status
Definitions: Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
,
Arcane Bomb
Arcane Bomb
Arcane Bomb
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Throw-focused style that explodes at a close or far point, creating a blast of energy.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Flame Grenade
Quick ; 1 EN; 3 Willpower
Throw; Range: 2-5; 1 Target
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d3 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d3 + [Accuracy] + 3 Fire damage
Burn Burst
Full ; 1 EN; 3 Willpower
Throw; Range: 0; Burst 1
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Burn damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 Burn damage
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Volt Bomb
Full ; 1 EN; 3 Willpower
Throw; Range: 2-5; Blast 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + [Accuracy] + 1 Shock damage
Lightning Burst
Full ; 1 EN; 3 Willpower
Throw; Range: 0; Burst 1
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 Shock damage
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Flame Grenade II
Quick ; 3 EN; 5 Willpower
Throw; Range: 2-5; 1 Target
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + 3 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d3 + [Accuracy] + 5 Fire damage
Firebomb
Full ; 3 EN; 5 Willpower
Throw; Range: 2-5; Blast 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 3 Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Fire Burst
Full ; 3 EN; 5 Willpower
Throw; Range: 0; Burst 1
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Volt Bomb II
Full ; 3 EN; 5 Willpower
Throw; Range: 2-5; Blast 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 4 Shock damage
Ball Lightning
Full ; 3 EN; 5 Willpower
Throw; Range: 2-5; Blast 2
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + [Accuracy] + 2 Shock damage
Jolt Burst
Full ; 3 EN; 5 Willpower
Throw; Range: 0; Burst 1
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 Shock damage
Target gains the Jolted Status
Definitions: Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Flame Grenade III
Quick ; 5 EN; 5 Willpower
Throw; Range: 2-5; 1 Target
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
3d3 + 6 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
6d3 + [Accuracy] + 8 Fire damage
Burn Burst II
Full ; 4 EN; 7 Willpower
Throw; Range: 0; Burst 1
Traits:
vs. Evasion
vs. Evasion
undefined
2d6 + [Accuracy] Burn damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 8 Burn damage
Firebomb II
Full ; 5 EN; 7 Willpower
Throw; Range: 2-5; Blast 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 5 Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
L. Firebomb
Full ; 5 EN; 7 Willpower
Throw; Range: 2-5; Blast 2
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 6 Fire damage
Character Rank 3; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Volt Bomb III
Full ; 4 EN; 7 Willpower
Throw; Range: 2-5; Blast 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + 2 Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 8 Shock damage
Lightning Burst II
Full ; 4 EN; 7 Willpower
Throw; Range: 0; Burst 1
Traits:
vs. Evasion
vs. Evasion
undefined
2d6 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 8 Shock damage
Ball Lightning II
Full ; 4 EN; 7 Willpower
Throw; Range: 2-5; Blast 2
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 4 Shock damage
Character Rank 4; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
L. Firebomb II
Full ; 6 EN; 10 Willpower
Throw; Range: 2-5; Blast 2
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 3 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 8 Fire damage
Fire Burst II
Full ; 6 EN; 10 Willpower
Throw; Range: 0; Burst 1
Traits:
vs. Evasion
vs. Evasion
undefined
2d6 + [Accuracy] + 2 Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 14 Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 4; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ball Lightning III
Full ; 5 EN; 10 Willpower
Throw; Range: 2-5; Blast 2
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 3 Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 4 Shock damage
Jolt Burst II
Full ; 6 EN; 10 Willpower
Throw; Range: 0; Burst 1
Traits:
vs. Evasion
vs. Evasion
undefined
2d6 + [Accuracy] + 2 Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 12 Shock damage
Target gains the Jolted Status
Definitions: Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
Character Rank 5; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ragnarok
Full ; 7 EN; 15 Willpower
Throw; Range: 2-6; Blast 2
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 6 Fire damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
,
Arcane Storm
Arcane Storm
Arcane Storm
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Channel-focused style that creates an area that batters down flames or ice into an area to lock it down.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Create Flames
Full ; 1 EN; 3 Willpower
Channel; Range: 1-5; Space 1
Traits:
;
;
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 2 + [Character Rank x 2] Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Burning Field
Full ; 2 EN; 3 Willpower
Channel; Range: 1-5; Blast 1
Traits:
;
;
;
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 2 + [Character Rank x 2] Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Create Shock
Full ; 1 EN; 3 Willpower
Channel; Range: 1-5; Space 1
Traits:
;
;
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 4 + [Character Rank x 2] Shock damage
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Create Cold
Full ; 1 EN; 3 Willpower
Channel; Range: 1-5; Space 1
Traits:
;
;
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 4 + [Character Rank x 2] Cold damage
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Sleet Storm
Full ; 2 EN; 3 Willpower
Channel; Range: 1-5; Blast 1
Traits:
;
;
;
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 4 + [Character Rank x 2] Cold damage
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fire Blockade
Full ; 3 EN; 5 Willpower
Channel; Range: 1-5; Line(2H) 5
Traits:
;
;
;
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 3 + [Character Rank x 2] Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ice Storm
Full ; 3 EN; 5 Willpower
Channel; Range: 1-5; Blast 2
Traits:
;
;
;
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 4 + [Character Rank x 2] Cold damage
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Flame Whirl
Reaction ; 1/Round; 1 EN; 7 Willpower
Channel; Range: 0-5; 1 Target
Trigger: The Twister or Tornado technique is used.
Requirements: The target must be the triggering technique.
You affect the twister with fire, causing it to burn those within.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Add the following to the On Enter effect of the triggering technique. When the technique ends, so does this effect.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 3 Fire damage
Field of Fire
Full ; 4 EN; 7 Willpower
Channel; Range: 1-5; Blast 2
Traits:
;
;
;
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 3 + [Character Rank x 2] Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Wall of Flames
Full ; 4 EN; 7 Willpower
Channel; Range: 1-5; Line(2H) 9
Traits:
;
;
;
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 3 + [Character Rank x 2] Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 3; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Frost Whirl
Reaction ; 1/Round; 1 EN; 7 Willpower
Channel; Range: 0-5; 1 Target
Trigger: The Twister or Tornado technique is used.
Requirements: The target must be the triggering technique.
You affect the twister with chilling energy, causing it to freeze those within.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Add the following to the On Enter effect of the triggering technique. When the technique ends, so does this effect.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 3 Cold damage
Sheer Cold
Full ; 5 EN; 7 Willpower
Channel; Range: 1-5; Blast 2
Traits:
;
;
;
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
[Character Rank x 2] Cold damage
2d6 + [Artistry] Willpower damage
Target gains the Chilled Status
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Frozen Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Frozen
Frozen
Status A frozen character can't use actions or reactions, and cannot move - even involunatarily. Attacks are made against them at +1 Advantage.
Hail
Full ; 4 EN; 7 Willpower
Channel; Range: 1-5; Blast 1
Traits:
;
;
;
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + 6 + [Character Rank x 2] Cold damage
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Character Rank 4; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Great Field of Fire
Full ; 6 EN; 10 Willpower
Channel; Range: 1-5; Blast 3
Traits:
;
;
;
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 6 + [Character Rank x 2] Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 4; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blizzard
Full ; 6 EN; 10 Willpower
Channel; Range: 1-5; Blast 2
Traits:
;
;
;
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 5 + [Character Rank x 2] Cold damage
Target gains the Chilled Status
Target gains the Immobilized Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Freezer Point
Full ; 6 EN; 10 Willpower
Channel; Range: 1-5; Blast 1
Traits:
;
;
;
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
[Character Rank x 2] Cold damage
4d6 + 5 + [Artistry] Willpower damage
Target gains the Immobilized Status
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Frozen Status
Definitions: Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
, Frozen
Frozen
Status A frozen character can't use actions or reactions, and cannot move - even involunatarily. Attacks are made against them at +1 Advantage.
Character Rank 5; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fimbulwinter
Full ; 7 EN; 15 Willpower
Channel; Range: 1-5; Blast 1
Traits:
;
;
;
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
4d6 + 10 + [Character Rank x 2] Cold damage
Target gains the Chilled Status
Target gains the Immobilized Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
,
Remote Messaging
Remote Messaging
Remote Messaging
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A style that allows one to communicate over long distances with the wind.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Whisper
Quick ; 3 Willpower
No Check; Range: 2-10; 1 Target
You send a message on the wind that bursts into a quiet sound near the target's ear.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target hear s a short message you whisper as part of this technique.
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Distant Whisper
Quick ; 2 EN; 5 Willpower
No Check; Range: 100 miles; 1 Target
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target hear s a short message you whisper as part of this technique.
Transmission
Full ; 1 EN; 5 Willpower
No Check; Range: 2-50; Space 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, You send all sounds at your location to the target.
?
Fluctuation Magic
Fluctuation Magic
Propelling Force
Propelling Force
Propelling Force
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Kinesis-focused style that propels an instantaneous force in an area to push targets.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wind Bullet
Quick ; 3 Willpower
Kinesis; Range: 1-3; 1 Target
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + [Accuracy] Force damage
Target is Pushed 1 spaces from you.
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Force Bullet
Quick ; 3 Willpower
Kinesis; Range: 1-3; 1 Target
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d3 + [Accuracy] Force damage
Target is Pushed 1 spaces from you.
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Gust
Full ; 2 EN; 5 Willpower
Kinesis; Range: 1; Line 5
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + 3 + [Accuracy] Force damage
Target is Pushed 3 spaces from you.
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Telekinetic Rush
Full ; 2 EN; 5 Willpower
Kinesis; Range: 1; Line 3
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + 2 Force damage
Target is Pushed 2 spaces from you.
Character Rank 3; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Windsweep
Full ; 4 EN; 7 Willpower
Kinesis; Range: 1; Line 6
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
This technique also targets every space adjacent to the target area except for the user's space.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + 3 + [Accuracy] Force damage
Target is Pushed 3 spaces from you.
Target gains the Prone Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Gale
Full ; 3 EN; 7 Willpower
Kinesis; Range: 1; Blast 1
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + 3 Force damage
Target is Pushed 3 spaces upwards.
Character Rank 3; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Telekinetic Rush II
Full ; 3 EN; 7 Willpower
Kinesis; Range: 1; Line 3
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + 6 Force damage
Target is Pushed 2 spaces from you.
Character Rank 4; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Gale II
Full ; 5 EN; 10 Willpower
Kinesis; Range: 1; Blast 1
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + 6 Force damage
Target is Pushed 3 spaces upwards.
,
Area Force
Area Force
Area Force
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Kinesis-focused style that allows one to apply forces to a designated area to lift or restrain others within the zone.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Updraft
Reaction ; 1/Round; 1 EN; 3 Willpower
No Check; Range: 0-5; Space 1
Trigger: You or another character within range jump or fall.
You cause a sustained updraft on the ground pushing them upwards.
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Any effects in the area considered [Ter_Fog] are removed.
The area is considered [Ter_Liftstream].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
, Liftstream
Liftstream
Characters who make a vertical jump increase their jump height by up to 3 spaces. Characters that end a fall within the area treat falls as 4 spaces shorter. Liftstream is calculated as: 5
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Lift Space
Swift ; 1/Round; 1 EN; 3 Willpower
No Check; Range: 0-5; Space 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Liftstream].
Definitions: Liftstream
Liftstream
Characters who make a vertical jump increase their jump height by up to 3 spaces. Characters that end a fall within the area treat falls as 4 spaces shorter. Liftstream is calculated as: 5
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Area Updraft
Reaction ; 1/Round; 2 EN; 5 Willpower
No Check; Range: 0-5; Blast 1
Trigger: You or another character within range jump or fall.
You create a cloud of sustained wind to push all above it to float momentarily.
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Any effects in the area considered [Ter_Fog] are removed.
The area is considered [Ter_Liftstream].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
, Liftstream
Liftstream
Characters who make a vertical jump increase their jump height by up to 3 spaces. Characters that end a fall within the area treat falls as 4 spaces shorter. Liftstream is calculated as: 5
Dowdraft
Full ; 1/Round; 2 EN; 5 Willpower
Kinesis; Range: 0-5; Blast 1
You cause wind to blow powerfully downwards, knocking people to the ground.
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Any effects in the area considered [Ter_Fog] are removed.
The area is considered [Ter_Heavy].
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Prone Status
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
, Heavy
Heavy
When entering a space that is heavy, you spend an additional space of movement. Heavy is calculated as: 4
, Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Lift Zone
Quick ; 1 EN; 5 Willpower
No Check; Range: 0-5; Blast 2
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Liftstream].
Definitions: Liftstream
Liftstream
Characters who make a vertical jump increase their jump height by up to 3 spaces. Characters that end a fall within the area treat falls as 4 spaces shorter. Liftstream is calculated as: 5
Heavy Zone
Quick ; 1 EN; 5 Willpower
No Check; Range: 0-5; Blast 2
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Heavy].
Definitions: Heavy
Heavy
When entering a space that is heavy, you spend an additional space of movement. Heavy is calculated as: 4
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Flame Whirl
Reaction ; 1/Round; 1 EN; 7 Willpower
Channel; Range: 0-5; 1 Target
Trigger: The Twister or Tornado technique is used.
Requirements: The target must be the triggering technique.
You affect the twister with fire, causing it to burn those within.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Add the following to the On Enter effect of the triggering technique. When the technique ends, so does this effect.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 3 Fire damage
Character Rank 3; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Frost Whirl
Reaction ; 1/Round; 1 EN; 7 Willpower
Channel; Range: 0-5; 1 Target
Trigger: The Twister or Tornado technique is used.
Requirements: The target must be the triggering technique.
You affect the twister with chilling energy, causing it to freeze those within.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Add the following to the On Enter effect of the triggering technique. When the technique ends, so does this effect.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 3 Cold damage
Character Rank 3; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Twister
Full ; 1/Round; 4 EN; 7 Willpower
Kinesis; Range: 0-5; Blast(3H) 1
You create a small orb of gravity to suck your enemies into its center.
Traits:
;
;
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Character Rank x 2] Force damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 Force damage
Target gains the Immobilized Status
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pulled 1 spaces towards the center of the area
Definitions: Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Character Rank 4; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Tornado
Full ; 1/Round; 5 EN; 10 Willpower
Kinesis; Range: 0-5; Blast(3H) 2
You create a small orb of gravity to suck your enemies into its center.
Traits:
;
;
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Character Rank x 2] Force damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 Force damage
Target gains the Immobilized Status
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pulled 1 spaces towards the center of the area
Definitions: Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
,
Levitation
Levitation
Levitation
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Kinesis-focused style that resonates objects in order to lift them to one's side or lauch the object at foes.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Object Levitate
Swift ; 1/Round; 3 Willpower
No Check; Range: 0-2; Object 1
Item Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 3 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Distant Obj Levitate
Swift ; 1/Round; 1 EN; 3 Willpower
No Check; Range: 0-5; Object 1
Item Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 5 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Kinetic Strike
Quick ; 3 Willpower
Kinesis; Range: Special; 1 Target
Requirements: The range of this technique is the space of a [Resonant] object with you as the source.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The range of this technique is the space of a [Resonant] object with you as the source.
vs. Evasion
vs. Evasion
undefined
1d3 + [Accuracy] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d3 Force damage
Definitions: Resonant
Resonant
Item Trait This object has ether affecting it and can be sensed with the Resonance skill. Usually an object with the Resonant trait will have a source.
Kinetic Crush
Full ; 2 EN; 3 Willpower
Kinesis; Range: Special; 1 Target
Requirements: The range of this technique is the space of a [Resonant] object with you as the source.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The range of this technique is the space of a [Resonant] object with you as the source.
vs. Evasion
vs. Evasion
undefined
2d6 + [Accuracy] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 10 Force damage
Definitions: Resonant
Resonant
Item Trait This object has ether affecting it and can be sensed with the Resonance skill. Usually an object with the Resonant trait will have a source.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Kinetic Strike II
Quick ; 5 Willpower
Kinesis; Range: Special; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
Requirements: The range of this technique is the space of a [Resonant] object with you as the source.
vs. Evasion
vs. Evasion
undefined
1d3 + [Accuracy] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Force damage
Definitions: Resonant
Resonant
Item Trait This object has ether affecting it and can be sensed with the Resonance skill. Usually an object with the Resonant trait will have a source.
Kinetic Crush II
Full ; 3 EN; 5 Willpower
Kinesis; Range: Special; 1 Target
Item Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
Requirements: The range of this technique is the space of a [Resonant] object with you as the source.
vs. Evasion
vs. Evasion
undefined
3d6 + [Accuracy] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 10 Force damage
Definitions: Resonant
Resonant
Item Trait This object has ether affecting it and can be sensed with the Resonance skill. Usually an object with the Resonant trait will have a source.
Object Levitate II
Swift ; 1/Round; 5 Willpower
No Check; Range: 0-2; Object 1
Item Traits: Bulk 60[MAX]
Bulk 60[MAX]
Item Trait The object must be of or carrying Bulk 60 or less. An object of Bulk 60 is usually small or medium sized and up to a weight of 100 lbs. Examples include tables, book shelves, crates (4 foot cubed), or small children.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 3 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Kinetic Crush III
Full ; 4 EN; 7 Willpower
Kinesis; Range: Special; 1 Target
Item Traits: Bulk 60[MIN]
Bulk 60[MIN]
Item Trait The object must be of or carrying Bulk 60 or more. An object of Bulk 60 is usually small or medium sized and up to a weight of 100 lbs. Examples include tables, book shelves, crates (4 foot cubed), or small children.
Requirements: The range of this technique is the space of a [Resonant] object with you as the source.
vs. Evasion
vs. Evasion
undefined
3d6 + 3 + [Accuracy] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 10 Force damage
Definitions: Resonant
Resonant
Item Trait This object has ether affecting it and can be sensed with the Resonance skill. Usually an object with the Resonant trait will have a source.
Object Levitate III
Swift ; 1/Round; 7 Willpower
No Check; Range: 0-2; Object 1
Item Traits: Bulk 120[MAX]
Bulk 120[MAX]
Item Trait The object must be of or carrying Bulk 120 or less. An object of Bulk 120 is usually medium or large sized and up to a weight of 250 lbs. Examples include many medium to large size animals, large crates (6.5 feet cubed), and adult humans.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Object Levitate IV
Swift ; 1/Round; 10 Willpower
No Check; Range: 0-2; Object 1
Item Traits: Bulk 250[MAX]
Bulk 250[MAX]
Item Trait The object must be of or carrying Bulk 250 or less. An object of Bulk 250 is usually large to gigantic sized and up to a weight of 800 lbs. Examples include many large size animals, small buildings (15 feet cubed), and up to 4 adult humans.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
,
Surging Dust
Surging Dust
Surging Dust
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Kinesis-focused style that launches liquids or dust at targets to push them with physical force.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Surging Strike
Quick ; 3 Willpower
Kinesis; Range: 2-3; 1 Target
Item Traits: 15 Dust[MIN]
15 Dust[MIN]
Item Trait You must have at least 15 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 15 motes of dust can be contained to a small box about 1.5 feet cubed.
You lift a pile of dust then slam it into your target to knock them off balance.
Traits:
vs. Evasion
vs. Evasion
undefined
[Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d3 Force damage
Target is Pushed 1 spaces from you.
Surging Crush
Full ; 3 Willpower
Kinesis; Range: 2-3; 1 Target
Item Traits: 15 Dust[MIN]
15 Dust[MIN]
Item Trait You must have at least 15 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 15 motes of dust can be contained to a small box about 1.5 feet cubed.
You crush a foe with dust, pushing them away from you.
Traits:
vs. Evasion
vs. Evasion
undefined
1d3 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + 5 Force damage
Target is Pushed 2 spaces from you.
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Water Blast
Quick ; 3 Willpower
Kinesis; Range: 2-3; 1 Target
Item Traits: 15 Dust[MIN]
15 Dust[MIN]
Item Trait You must have at least 15 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 15 motes of dust can be contained to a small box about 1.5 feet cubed.
Traits:
vs. Evasion
vs. Evasion
undefined
[Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 2 spaces from you.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dust Launcher
Full ; 2 EN; 5 Willpower
Kinesis; Range: 2-3; 1 Target
Item Traits: 60 Dust[MIN]
60 Dust[MIN]
Item Trait You must have at least 60 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 60 motes of dust can be contained to a small box about 4 feet cubed.
You launch dust from below, causing it to spout upwards towards your target.
Traits:
vs. Evasion
vs. Evasion
undefined
1d3 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + 5 Force damage
Target is Pushed 3 spaces upward
Target is Pushed 1 spaces horizontally
Surging Strike II
Quick ; 2 EN; 5 Willpower
Kinesis; Range: 2-3; 1 Target
Item Traits: 15 Dust[MIN]
15 Dust[MIN]
Item Trait You must have at least 15 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 15 motes of dust can be contained to a small box about 1.5 feet cubed.
You lift a pile of dust then slam it into your target to knock them off balance.
Traits:
vs. Evasion
vs. Evasion
undefined
1d3 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + 2 Force damage
Target is Pushed 1 spaces from you.
Surging Crush II
Full ; 3 EN; 5 Willpower
Kinesis; Range: 2-3; 1 Target
Item Traits: 15 Dust[MIN]
15 Dust[MIN]
Item Trait You must have at least 15 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 15 motes of dust can be contained to a small box about 1.5 feet cubed.
You crush a foe with dust, pushing them away from you.
Traits:
vs. Evasion
vs. Evasion
undefined
2d3 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
3d6 + 10 Force damage
Target is Pushed 2 spaces from you.
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Water Blast II
Quick ; 2 EN; 5 Willpower
Kinesis; Range: 2-3; 1 Target
Item Traits: 15 Dust[MIN]
15 Dust[MIN]
Item Trait You must have at least 15 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 15 motes of dust can be contained to a small box about 1.5 feet cubed.
Traits:
vs. Evasion
vs. Evasion
undefined
1d3 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + 4 Force damage
Target is Pushed 2 spaces from you.
Geyser
Full ; 2 EN; 5 Willpower
Kinesis; Range: 2-3; 1 Target
Item Traits: 60 Dust[MIN]
60 Dust[MIN]
Item Trait You must have at least 60 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 60 motes of dust can be contained to a small box about 4 feet cubed.
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 4 spaces upward
Target is Pushed 1 spaces horizontally
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dust Launcher II
Full ; 4 EN; 7 Willpower
Kinesis; Range: 2-3; 1 Target
Item Traits: 60 Dust[MIN]
60 Dust[MIN]
Item Trait You must have at least 60 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 60 motes of dust can be contained to a small box about 4 feet cubed.
You launch dust from below, causing it to spout upwards towards your target.
Traits:
vs. Evasion
vs. Evasion
undefined
2d3 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + 7 Force damage
Target is Pushed 4 spaces upward
Target is Pushed 1 spaces horizontally
Surging Wave
Full ; 4 EN; 7 Willpower
Kinesis; Range: 1; Line(2H) 3
Item Traits: 120 Dust[MIN]
120 Dust[MIN]
Item Trait You must have at least 120 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 120 motes of dust can be contained to a small box about 6.5 feet cubed.
You spread dust before you, causing it to surge forward in a wave towards your foes.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
This technique also targets every space adjacent to the target area except for the user's space.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + 5 + [Accuracy] Force damage
Target is Pushed 3 spaces from you.
Character Rank 3; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Geyser II
Full ; 4 EN; 7 Willpower
Kinesis; Range: 2-3; 1 Target
Item Traits: 60 Dust[MIN]
60 Dust[MIN]
Item Trait You must have at least 60 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 60 motes of dust can be contained to a small box about 4 feet cubed.
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 6 spaces upward
Target is Pushed 1 spaces horizontally
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Surging Crush III
Full ; 5 EN; 10 Willpower
Kinesis; Range: 2-3; 1 Target
Item Traits: 15 Dust[MIN]
15 Dust[MIN]
Item Trait You must have at least 15 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 15 motes of dust can be contained to a small box about 1.5 feet cubed.
You crush a foe with dust, pushing them away from you.
Traits:
vs. Evasion
vs. Evasion
undefined
4d3 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d6 + 18 Force damage
Target is Pushed 2 spaces from you.
Surging Wave II
Full ; 6 EN; 10 Willpower
Kinesis; Range: 1; Line(2H) 3
Item Traits: 120 Dust[MIN]
120 Dust[MIN]
Item Trait You must have at least 120 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 120 motes of dust can be contained to a small box about 6.5 feet cubed.
You spread dust before you, causing it to surge forward in a wave towards your foes.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
This technique also targets every space adjacent to the target area except for the user's space.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d6 + 10 + [Accuracy] Force damage
Target is Pushed 3 spaces from you.
?
Materialization Magic
Materialization Magic
Structural Magic
Structural Magic
Structural Magic
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Conjure-focused style that makes large structures that can work as paths or walls.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Form Dust
Quick ; 3 Willpower
Conjure; Range: 1-5; Space 1
You create a pile of dust.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create up to 80 motes of dust, enough to fill a 5ft cube space.
Form Path
Quick ; 1 EN; 3 Willpower
Conjure; Range: 1-5; Spaces 3
Requirements: Each target space must be unoccupied by a character.
You create disks of matter that form together to make a path.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 3 disks in the targeted spaces.
Each disk has 10 + [Character Rank x 5] Hit Points.
If a disk is in adjacent spaces they may connect and will be considered one piece. These disks must be connected to solid ground otherwise they fall.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Choose 3 more target spaces.
You create 3 disks in the targeted spaces.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Form Passage
Quick ; 2 EN; 5 Willpower
Conjure; Range: 1-5; Spaces 6
Requirements: Each target space must be unoccupied by a character.
You create disks of matter that form together to make a path.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 6 disks in the targeted spaces.
Each disk has 10 + [Character Rank x 5] Hit Points.
If a disk is in adjacent spaces they may connect and will be considered one piece. These disks must be connected to solid ground otherwise they fall.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Choose 3 more target spaces.
You create 3 disks in the targeted spaces.
Form Pillar
Full ; 2 EN; 5 Willpower
Conjure; Range: 1-4; Space 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 1 pillar in the targeted spaces.
Each pillar is 3 spaces high.
Each pillar has 30 + [Character Rank x 10] Hit Points.
vs. Evasion
vs. Evasion
undefined
2d6 + 3 + [Artistry] Force damage
Target is Pushed 3 spaces upwards, on top of the pillar. On failure, the target can choose to enter an adjacent space or raise to the surface of the pillar.
Form Rampart
Full ; 3 EN; 5 Willpower
Conjure; Range: 1-3; Line 3
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 3 blocks in the targeted spaces.
Each block is 2 spaces high.
Each block has 30 + [Character Rank x 10] Hit Points.
vs. Evasion
vs. Evasion
undefined
1d6 + [Artistry] Force damage
Target is Pushed 2 spaces upwards, on top of the block. On failure, the target can choose to enter an adjacent space or raise to the surface of the block.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Form Pillar II
Full ; 3 EN; 7 Willpower
Conjure; Range: 1-4; Space 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 1 pillar in the targeted spaces.
Each pillar is 3 spaces high.
Each pillar has 30 + [Character Rank x 10] Hit Points.
vs. Evasion
vs. Evasion
undefined
3d6 + 6 + [Artistry] Force damage
Target is Pushed 3 spaces upwards, on top of the pillar. On failure, the target can choose to enter an adjacent space or raise to the surface of the pillar.
Form Spires
Full ; 5 EN; 7 Willpower
Conjure; Range: 1-4; Space 5
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 5 spires in the targeted spaces.
Each spire is 2 spaces high.
Each spire has 30 + [Character Rank x 10] Hit Points.
vs. Evasion
vs. Evasion
undefined
2d6 + 3 + [Artistry] Piercing damage
Target is Pushed 3 spaces upwards, on top of the spire. On failure, the target can choose to enter an adjacent space or raise to the surface of the spire.
Form Wall
Full ; 4 EN; 7 Willpower
Conjure; Range: 1-3; Spaces 5
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 5 blocks in the targeted spaces.
Each block is 2 spaces high.
Each block has 30 + [Character Rank x 10] Hit Points.
Each block must be adjacent to another block.
vs. Evasion
vs. Evasion
undefined
Target is Pushed 2 spaces upwards, on top of the block. On failure, the target can choose to enter an adjacent space or raise to the surface of the block.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Form Spires II
Full ; 6 EN; 10 Willpower
Conjure; Range: 1-4; Space 5
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 5 spires in the targeted spaces.
Each spire is 2 spaces high.
Each spire has 30 + [Character Rank x 10] Hit Points.
vs. Evasion
vs. Evasion
undefined
3d6 + 6 + [Artistry] Piercing damage
Target is Pushed 3 spaces upwards, on top of the spire. On failure, the target can choose to enter an adjacent space or raise to the surface of the spire.
Form Fortification
Full ; 6 EN; 10 Willpower
Conjure; Range: 1-3; Spaces 8
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 8 blocks in the targeted spaces.
Each block is 2 spaces high.
Each block has 30 + [Character Rank x 10] Hit Points.
Each block must be adjacent to another block.
vs. Evasion
vs. Evasion
undefined
Target is Pushed 2 spaces upwards, on top of the block. On failure, the target can choose to enter an adjacent space or raise to the surface of the block.
,
Dust Shaping
Dust Shaping
Dust Shaping
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Shape-focused style allowing one to shape dust into any kind of material as the user desires.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Move Dust
Swift ; 2/Turn
No Check; Range: 1-5
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You can move up to 10 Bulk of unrestricted material dust up to 5 spaces, as long as it remains within your range.
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dustcraft
Full ; 1 EN; 3 Willpower
Shape; Range: 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may craft a blueprint using Tier 1 material dust.
The item you craft can be created in an adjacent space or immediately donned into yours or a willing adjacent character's gear slot.
Quickcraft
Quick ; 2 EN; 3 Willpower
Shape; Range: 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may craft a blueprint using Tier 1 material dust.
The item you craft can be created in an adjacent space or immediately donned into yours or a willing adjacent character's gear slot.
Treat a successful skill check as if it progresses the crafting time by 2 instead of 1.
Dust Material
Full ; 1 EN; 3 Willpower
Shape; Range: 1-3; Object 1
Requirements: The target must be an unattended object made of Tier 1 material.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Energy
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Energy
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dust Area
Full ; 2 EN; 5 Willpower
Shape; Range: 1; Cone 2
Requirements: All targets must be unattended objects made of Tier 1 material.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Energy
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Energy
Dustcraft II
Full ; 2 EN; 5 Willpower
Shape; Range: 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may craft a blueprint using Tier 2 material dust.
The item you craft can be created in an adjacent space or immediately donned into yours or a willing adjacent character's gear slot.
Dust Material II
Full ; 2 EN; 5 Willpower
Shape; Range: 1-3; Object 1
Requirements: The target must be an unattended object made of Tier 2 or lower material.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Energy
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Energy
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dustcraft III
Full ; 2 EN
Shape; Range: 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may craft a blueprint using Tier 3 material dust.
The item you craft can be created in an adjacent space or immediately donned into yours or a willing adjacent character's gear slot.
Dust Material III
Full ; 2 EN; 7 Willpower
Shape; Range: 1-3; Object 1
Requirements: The target must be an unattended object made of Tier 3 or lower material.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Energy
DC 14
DC 14
Your skill check must meet or exceed this value for the following effects to occur.
Energy
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dustcraft IV
Full ; 3 EN; 10 Willpower
Shape; Range: 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may craft a blueprint using Tier 4 material dust.
The item you craft can be created in an adjacent space or immediately donned into yours or a willing adjacent character's gear slot.
Dust Material IV
Full ; 3 EN; 10 Willpower
Shape; Range: 1-3; Object 1
Requirements: The target must be an unattended object made of Tier 4 or lower material.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Energy
DC 15
DC 15
Your skill check must meet or exceed this value for the following effects to occur.
Energy
,
Conjure Blades
Conjure Blades
Conjure Blades
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Conjure and Throw-focused style allowing one to quickly create blades to strike those near or toss at those afar.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Form Dust
Quick ; 3 Willpower
Conjure; Range: 1-5; Space 1
You create a pile of dust.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create up to 80 motes of dust, enough to fill a 5ft cube space.
Magic Dart
Quick ; 3 Willpower
Throw; Range: 2-4; 1 Target
You create a dart and toss it.
Traits:
vs. Evasion
vs. Evasion
undefined
[Accuracy] + 1 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Piercing damage
Magic Spear
Full ; 3 Willpower
Throw; Range: 2-4; 1 Target
You create a shaft of material then toss it.
Traits:
vs. Evasion
vs. Evasion
undefined
1d3 + [Accuracy] + 1 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 8 Piercing damage
Spreading Darts
Full ; 2 EN; 3 Willpower
Conjure; Range: 2-4; Cone 3
You launch a spread of darts before you.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] + 1 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 5 damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Magic Spear II
Full ; 2 EN; 5 Willpower
Throw; Range: 2-4; 1 Target
You create a shaft of material then toss it.
Traits:
vs. Evasion
vs. Evasion
undefined
2d3 + [Accuracy] + 1 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 10 Piercing damage
Spinning Blades
Full ; 4 EN; 5 Willpower
Conjure; Range: 0; Burst 1
You create blades to spin around yourself.
Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] + 3 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 5 damage
Spreading Darts II
Full ; 4 EN; 5 Willpower
Conjure; Range: 2-4; Cone 3
You launch a spread of darts before you.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Accuracy] + 3 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 5 damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Magic Arrows
Full ; 2 EN; 7 Willpower
Throw; Range: 2-4; 3 Targets
You create three arrows and throw them at three separate targets.
Traits:
vs. Evasion
vs. Evasion
undefined
2d3 + [Accuracy] Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 4 Piercing damage
Spinning Blades II
Full ; 5 EN; 7 Willpower
Conjure; Range: 0; Burst 1
You create blades to spin around yourself.
Traits:
vs. Evasion
vs. Evasion
undefined
2d6 + [Accuracy] + 5 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 5 damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Magic Arrows II
Full ; 4 EN; 10 Willpower
Throw; Range: 2-4; 3 Targets
You create three arrows and throw them at three separate targets.
Traits:
vs. Evasion
vs. Evasion
undefined
2d3 + [Accuracy] + 2 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Piercing damage
,
Clouded Shroud
Clouded Shroud
Clouded Shroud
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Conjure-focused style that creates clouds of obscuring fog that can easily be hidden within, obscure vision, or choke.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Form Dust
Quick ; 3 Willpower
Conjure; Range: 1-5; Space 1
You create a pile of dust.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create up to 80 motes of dust, enough to fill a 5ft cube space.
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Pollen Cloud
Quick ; 1 EN; 3 Willpower
No Check; Range: 1-5; Blast 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Smoke Cloud
Quick ; 2 EN; 3 Willpower
Conjure; Range: 1-5; Blast 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Until the end of the turn, The Target gains +1 Disadvantage on their next
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 1; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sand Cloud
Quick ; 1 EN; 3 Willpower
No Check; Range: 1-5; Blast 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fog Cloud
Quick ; 1 EN; 3 Willpower
No Check; Range: 1-5; Blast 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Stinking Pollen Cloud
Quick ; 3 EN; 5 Willpower
No Check; Range: 1-5; Blast 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target gains the Sickened Status
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
, Sickened
Sickened
Condition Sickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
Petal Cloud
Quick ; 2 EN; 5 Willpower
No Check; Range: 1-5; Blast 3
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Choking Cloud
Quick ; 3 EN; 5 Willpower
Conjure; Range: 1-5; Blast 2
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Until the end of the turn, The Target gains +1 Disadvantage on their next
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 2; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Earthen Shroud
Quick ; 2 EN; 5 Willpower
No Check; Range: 1-5; Blast 3
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Obscuring Mist
Quick ; 2 EN; 5 Willpower
No Check; Range: 1-5; Blast 3
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 3; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
L. Petal Cloud
Quick ; 3 EN; 7 Willpower
No Check; Range: 1-5; Blast 4
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ashen Cloud
Quick ; 4 EN; 7 Willpower
Conjure; Range: 1-5; Blast 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 3 + [Character Rank x 2] Burn damage
Until the end of the turn, The Target gains +1 Disadvantage on their next
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 3; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
L. Earthen Shroud
Quick ; 3 EN; 7 Willpower
No Check; Range: 1-5; Blast 4
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 3; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
L. Obscuring Mist
Quick ; 3 EN; 7 Willpower
No Check; Range: 1-5; Blast 4
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 4; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Burning Ash Cloud
Quick ; 6 EN; 10 Willpower
Conjure; Range: 1-5; Blast 2
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 3 + [Character Rank x 2] Burn damage
Until the end of the turn, The Target gains +1 Disadvantage on their next
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
,
Geomancy
Geomancy
Geomancy
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Shape-focused style that alters a large amount of terrain into new forms.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ridges
Quick ; 2 EN; 3 Willpower
No Check; Range: 1-4; Line 12
You add grooves to the terrain to make the area less slippery.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area becomes easily climbable and does not require a check to climb.
Any effects in the area considered [Ter_Slippery] are removed.
Definitions: Slippery
Slippery
Once per round, when you move over a space that is slippery, make a DC10 Agility check. On failure, your movement ends and you gain the Prone condition. Slippery is calculated as: 8
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cultivate
Full ; 1 EN; 3 Willpower
No Check; Range: 1; Object 1
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You provide nourishment to a plant and accelerate its growth by one day. This acceleration ages the plant's overall life. If the plant is mature it can bear fruit or flower.
Wildwood
Quick ; 1 EN; 3 Willpower
No Check; Range: 1-4; Blast 3
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
Character Rank 1; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Rocky Terrain
Quick ; 1 EN; 3 Willpower
No Check; Range: 1-4; Blast 3
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ice Floor
Quick ; 3 EN; 3 Willpower
No Check; Range: 1-4; Blast 3
You freeze the area and make it slippery.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Slippery].
Definitions: Slippery
Slippery
Once per round, when you move over a space that is slippery, make a DC10 Agility check. On failure, your movement ends and you gain the Prone condition. Slippery is calculated as: 8
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dust Area
Full ; 2 EN; 5 Willpower
Shape; Range: 1; Cone 2
Requirements: All targets must be unattended objects made of Tier 1 material.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Energy
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Energy
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Entangle
Full ; 3 EN; 5 Willpower
Shape; Range: 1-4; Blast 2
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Immobilized Status
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Swamp
Quick ; 2 EN; 5 Willpower
Shape; Range: 1-4; Blast 3
Requirements: The area must be filled with at least 1 foot of water.
You mix plants into the area to make it a difficult to traverse swamp.
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Sodden].
Definitions: Sodden
Sodden
Once per round, when you enter a space that is sodden you lose all remaining spaces of movement as the ground causes you to cling to it. Sodden is calculated as: 7
Character Rank 2; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Tremor
Quick ; 1 EN; 5 Willpower
Shape; Range: 1-4; Blast 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Prone Status
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
, Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Localized Tremor
Quick ; 1 EN; 5 Willpower
Shape; Burst 1
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Prone Status
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
, Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Chilling Floor
Quick ; 3 EN; 5 Willpower
Shape; Range: 1-4; Blast 1
You freeze the area and make it slippery.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Slippery].
Target gains the Chilled Status
Definitions: Slippery
Slippery
Once per round, when you move over a space that is slippery, make a DC10 Agility check. On failure, your movement ends and you gain the Prone condition. Slippery is calculated as: 8
, Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Marsh
Quick ; 2 EN; 5 Willpower
Shape; Range: 1-4; Blast 3
Requirements: The area must be filled with dense, grassy terrain.
You mix water into the area to make it a difficult to traverse marsh.
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Sodden].
Definitions: Sodden
Sodden
Once per round, when you enter a space that is sodden you lose all remaining spaces of movement as the ground causes you to cling to it. Sodden is calculated as: 7
Character Rank 3; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Large Entangle
Full ; 4 EN; 7 Willpower
Shape; Range: 1-4; Blast 3
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Immobilized Status
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Character Rank 3; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Seism
Quick ; 5 EN; 7 Willpower
Shape; Range: 1-4; Blast 2
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Encumbered Status
Target gains the Prone Status
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
, Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Character Rank 3; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Freezing Floor
Quick ; 5 EN; 7 Willpower
Shape; Range: 1-4; Blast 1
You freeze the area and make it slippery.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Slippery].
Target gains the Chilled Status
Target gains the Immobilized Status
Definitions: Slippery
Slippery
Once per round, when you move over a space that is slippery, make a DC10 Agility check. On failure, your movement ends and you gain the Prone condition. Slippery is calculated as: 8
, Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Character Rank 4; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Earthquake
Full ; 6 EN; 10 Willpower
Shape; Range: 1-10; Blast 4
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
Choose up to six, 4 line target spaces. These spaces become 6 space deep fissures.
New Targets
New Targets
Characters on the spaces of the fissures become subject to the following.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The character is now in the open air and can fall.
On End Focus
On End Focus
Once focus is ended, the following effects occur.
If the effect is not made permanent, any fissures cause the earth to raise, causing all inside the fissure to raise to the surface.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
Lava Field
Full ; 6 EN; 10 Willpower
Shape; Range: 1-5; Blast 2
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 6 + [Artistry] Burn damage
Target gains the Aflame Status
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
, Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
?
Athletics and Physiomancy
Athletics and Physiomancy
Healing Hands
Healing Hands
Healing Hands
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Heal-focused style that allows one to use healing magic to mend wounds and end debilitating conditions.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Aid
Quick
No Check; Range: 1; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses any condition of your choice
Definitions:
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Aromatherapy
Quick ; 3 Willpower
Heal; Range: 1-5; 1 Target or Self
You create a flower who's pollen helps focus one's senses.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The Target gains +1 Advantage on their next skill check.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target loses the Sickened Status
Definitions: Sickened
Sickened
Condition Sickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
Heal
Quick ; 1 EN; 3 Willpower
Heal; Range: 1-3; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal [Heal Value] Hit Points
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
If target has a surge, they must spend one and heal 1d6 + [Accuracy] Hit Points
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cure
Quick ; 1 EN; 3 Willpower
Heal; Range: 1; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal 2 + [Heal Value] Hit Points
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
If target has a surge, they must spend one and heal 1d6 + [Accuracy] Hit Points
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Group Aromatherapy
Quick ; 2 EN; 5 Willpower
Heal; Range: 1-5; Blast 1
You create a flower who's pollen helps focus one's senses.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The Target gains +1 Advantage on their next skill check.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target loses the Sickened Status
Definitions: Sickened
Sickened
Condition Sickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
Calming Perfume
Quick ; 1 EN; 5 Willpower
Heal; Range: 1-5; 1 Target
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target gains the Persevering Status
Definitions: Persevering
Persevering
Emotion As a swift action, you may end this condition to end one condition affecting you.
Heal II
Quick ; 3 EN; 5 Willpower
Heal; Range: 1-3; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal 1d6 + [Heal Value] Hit Points
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
If target has a surge, they must spend one and heal 2d6 + [Accuracy] Hit Points
Purify
Quick ; 3 EN; 5 Willpower
Heal; Range: 1-3; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses any condition of your choice
Heal [Character Rank] Hit Points
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target loses any condition of your choice
Definitions:
Deathward
Quick ; 1 EN; 5 Willpower
Heal; Range: 1; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses the Dying Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal 1 + [Character Rank x 2] Hit Points
Definitions: Dying
Dying
Status A dying character will usually also gain the unconscious condition. At the start of each round, a dying character rolls 2d6. On a 7 or lower, they lose 25 HP. On a 12 they lose the dying condition. If a character's HP reduces to 0 while dying, the character dies.
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cure II
Quick ; 3 EN; 5 Willpower
Heal; Range: 1; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal 1d6 + 5 + [Heal Value] Hit Points
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
If target has a surge, they must spend one and heal 2d6 + [Accuracy] Hit Points
Renewal
Quick ; 3 EN; 5 Willpower
Heal; Range: 1; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses any condition of your choice
Heal 1 + [Character Rank x 2] Hit Points
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target loses any condition of your choice
Definitions:
Close Wounds
Quick ; 1 EN; 5 Willpower
Heal; Range: 1; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses the Dying Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal 1 + [Character Rank x 2] Hit Points
Definitions: Dying
Dying
Status A dying character will usually also gain the unconscious condition. At the start of each round, a dying character rolls 2d6. On a 7 or lower, they lose 25 HP. On a 12 they lose the dying condition. If a character's HP reduces to 0 while dying, the character dies.
Character Rank 3; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Lifeweave
Full ; 3 EN; 7 Willpower
Heal; Range: 1-3; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses all conditions of your choice
If target has a surge, they must spend one and heal [Heal Value] Hit Points
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
If target has a surge, they must spend one and heal 2d6 + [Accuracy] Hit Points
Definitions:
Character Rank 3; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Life Cleanse
Full ; 3 EN; 7 Willpower
Heal; Range: 1; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses all conditions of your choice
If target has a surge, they must spend one and heal 5 + [Heal Value] Hit Points
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
If target has a surge, they must spend one and heal 2d6 + [Accuracy] Hit Points
Definitions:
Character Rank 4; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Purge
Quick ; 3 EN; 10 Willpower
No Check; Range: 1;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses all conditions of your choice
Definitions:
Character Rank 4; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cleanse
Quick ; 3 EN; 10 Willpower
No Check; Range: 1;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses all conditions of your choice
Definitions:
,
Surging Power
Surging Power
Surging Power
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Physique and Heal-focused style allowing one to power through attacks and provide self buffs.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Forceful Flex
Swift ; 1/Round; 1 EN
Heal;
You flex and imbue your body with ki, causing your muscles to momentarily double in size as you strike.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target gains the Empowered Status
Definitions: Empowered
Empowered
Condition The next time you deal damage with an attack and the attack adds your [Power] to the damage, you add 5 to the damage. Once triggered, this condition ends.
Character Rank 1; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Power Flex
Swift ; 1/Round; 1 EN
Heal;
You flex and imbue your body with ki, causing your muscles to momentarily double in size as you strike.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target gains the Empowered Status
Definitions: Empowered
Empowered
Condition The next time you deal damage with an attack and the attack adds your [Power] to the damage, you add 5 to the damage. Once triggered, this condition ends.
,
Traversal
Traversal
Traversal
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Physique and Heal-focused style that allows one to bolster move seed and carrying capacity.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dash
Quick
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 3 + [Move Charge] Move Charge.
Definitions:
,
Kip Up
Swift
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Prone Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Heavy Carry
Quick
No Check;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, your carrying capacity increases by 50.
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wind Step
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Base Speed increases by 1
Character Rank 1; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Expeditious
Quick ; 3 Willpower
Heal; Range: 1; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains [Move Charge] Move Charge.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 3 Move Charge.
Definitions:
,
Power Lift
Quick ; 3 Willpower
No Check;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, your carrying capacity increases by 80.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fast Climb
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you climb you do not consume 1 additional space of movement upon entering the space.
Fast Swim
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you swim you do not consume 1 additional space of movement upon entering the space.
Character Rank 2; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Power Lift II
Quick ; 2 EN; 5 Willpower
No Check; Range: 1;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, your carrying capacity increases by 200.
Power Carry
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Carrying Capacity is set to 80 + [Body x 20]
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Free Movement
Swift ; 1/Round; 1 EN
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Immobilized Status
Definitions: Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Self Haste
Swift ; 1/Round; 3 EN; 7 Willpower
Physique;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hasted Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You gain 3 Move Charge.
Definitions: Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
,
Character Rank 3; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Group Power Lift
Quick ; 4 EN; 10 Willpower
No Check; Range: 1-3; 3 Targets
Requirements: Targets may include yourself.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, all targets' carrying capacity increases by 200.
Haste
Quick ; 1/Round; 2 EN
Heal; Range: 1-3; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Hasted Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 3 Move Charge.
Definitions: Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
,
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Unrestrainable
Swift ; 1/Round; 2 EN
Heal
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Immobilized Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You lose the Chilled Status
You lose the Encumbered Status
Definitions: Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
, Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
,
Bounding Leap
Bounding Leap
Bounding Leap
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Physique and Heal-focused style granting one supernatural jumping ability to avoid hazardous terrain and gain height.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wind Step
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Base Speed increases by 1
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Leap
Quick
Physique;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 4 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 1; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Power Jump
Quick ; 3 Willpower
Heal; Range: 1-3; 1 Target or Self
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 3 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target may Move up to 4 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Leap II
Quick ; 1 EN
Physique;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 6 spaces.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you treat falls as 4 spaces shorter.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Swift Spring
Swift ; 1/Round
Physique;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
You may Move up to 1 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Power Spring
Swift ; 1/Round; 5 Willpower
Heal;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
You may Move up to 1 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 2; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Power Jump II
Quick ; 1 EN; 5 Willpower
Heal; Range: 1-3; 1 Target or Self
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 3 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target may Move up to 6 spaces.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you treat falls as 4 spaces shorter.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Swift Pounce
Swift ; 1/Round
Physique;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces.
You may Move up to 2 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Power Pounce
Swift ; 1/Round; 7 Willpower
Heal;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces.
You may Move up to 2 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 3; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Group Power Jump
Quick ; 2 EN; 7 Willpower
Heal; Range: 1-3; 3 Targets
Requirements: Targets may include yourself.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 3 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target may Move up to 4 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
,
Freeform Flight
Freeform Flight
Freeform Flight
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
An Enchant-focused style allowing one to fly through the air.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wind Step
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Base Speed increases by 1
Wind Fall
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You treat falls as 4 spaces shorter.
Airglide
Quick ; 3 Willpower
Enchant;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 3 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Airlift
Quick ; 1/Round; 3 Willpower
Enchant;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 3 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Liftoff
Quick ; 1/Round; 3 Willpower
Enchant;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 3 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Hover
Quick ; 3 Willpower
Enchant;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 2 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Windsprint
Swift ; 1/Round; 1 EN; 5 Willpower
Enchant;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you may treat all movement as flying.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 2 Move Charge.
Definitions:
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jet
Swift ; 1/Round; 1 EN; 5 Willpower
Enchant;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you may treat all movement as flying.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 2 Move Charge.
Definitions:
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fly
Swift ; 1/Round; 1 EN; 5 Willpower
No Check;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you may treat all movement as flying.
Character Rank 3; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Walk on Air
Full ; 1/Round; 1 EN; 7 Willpower
No Check; Range: 0-1; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, you may treat all movement as flying.
Until the end of the round, You gain the Float Status
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
Until the end of the round, Target gains the Float Status
Definitions: Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Pyroglide
Full ; 1/Round; 1 EN; 7 Willpower
No Check;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, you may treat all movement as flying.
Until the end of the round, You gain the Float Status
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
Until the end of the round, You gain the Float Status
Definitions: Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Character Rank 3; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Freeflight
Full ; 1/Round; 1 EN; 7 Willpower
No Check;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, you may treat all movement as flying.
Until the end of the round, You gain the Float Status
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
Until the end of the round, You gain the Float Status
Definitions: Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
,
Balance
Balance
Balance
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
An Agility-focused style that gives the user tremendous balance to stay on their feet even in harsh conditions.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dash
Quick
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 3 + [Move Charge] Move Charge.
Definitions:
,
Kip Up
Swift
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Prone Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Cat Fall
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You treat falls as 4 spaces shorter.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Tumble
Reaction ; 1/Round
Agility; Range: 1; 1 Target
Trigger: You are about to become engaged with a character.
Requirements: The target must be the triggering character.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
You do not become Engaged.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Stat_Engaged
Grab an Edge II
Reaction ; 1/Round
Agility
Trigger: When you fall or pass an edge or other handhold
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You grab the ledge, potentially stopping your fall.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Free Movement
Swift ; 1/Round; 1 EN
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Immobilized Status
Definitions: Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Solid Footing
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You ignore the traits of Slippery terrain.
Definitions:
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Unrestrainable
Swift ; 1/Round; 2 EN
Heal
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Immobilized Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You lose the Chilled Status
You lose the Encumbered Status
Definitions: Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
, Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
,
Sensory Control
Sensory Control
Sensory Control
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Search and Resonance-focused style that expands ones searching capabilites.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Mana Scan
Swift ; 1/Round; 3 Willpower
Resonance; Range: 1; Cone 5
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ether Scan
Swift ; 1/Round; 3 Willpower
Resonance; Range: 1; Cone 5
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wide Mana Scan
Swift ; 1/Round; 1EN ; 5 Willpower
Resonance; Range: 1; Cone 8
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blindsense
Swift ; 1/Round; 5 Willpower
Search; Range: 1-5; 1 Target
Requirements: Target must be a character you suspect is in the darkness and Hidden.
You sense creatures through dark sight.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Character Rank 2; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Tremorsense
Swift ; 1/Round; 5 Willpower
Search; Range: 1-5; 1 Target
Requirements: Target must be a character you suspect is on the ground and Hidden.
You sense creatures through vibration.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wide Ether Scan
Swift ; 1/Round; 1EN ; 5 Willpower
Resonance; Range: 1; Cone 8
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Aquasense
Swift ; 1/Round; 5 Willpower
Search; Range: 1-5; 1 Target
Requirements: Target must be a character you suspect is in the water and Hidden.
You sense creatures through sensing movement in water.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Character Rank 3; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Manasense
Swift ; 1/Round; 7 Willpower
Resonance; Range: 1-5; 1 Target
Requirements: Target must be a living character.
You sense creatures through sensing the ether they emit.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Character Rank 3; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ethersense
Swift ; 1/Round; 7 Willpower
Resonance; Range: 1-5; 1 Target
Requirements: Target must be a living character.
You sense creatures through sensing the ether they emit.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
,
Evasive Maneuvers
Evasive Maneuvers
Evasive Maneuvers
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
An Agility-focused style granting incredible evasion skills to avoid attacks.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Assign Mark
Swift ; 1/Round
No Check; Range: 1-5; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target becomes your mark for the next 5 minutes. You can only have one character assigned as your mark at one time.
Assigning a character as your mark allows you to use certain techniques that require a marked target.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Marked Sidestep
Reaction ; 1/Round; 1 EN
No Check;
Trigger: A character you've marked becomes engaged with you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces.
Definitions:
Reflexive Defense
Reaction ; 1/Round; 1 EN
Agility; Range: 1; 1 Target
Trigger: You are about to take Force or Piercing damage from an adjacent character.
Requirements: The target must be the triggering character.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Halve the incoming damage.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Uncanny Dodge
Reaction ; 1/Conflict; 1 EN
No Check;
Trigger: A technique's skill check succeeds vs. your evasion defense.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Your evasion defense is considered to be 3 higher. This may cause the technique to fail.
,
Hidden Footing
Hidden Footing
Hidden Footing
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Sneak and Enchant-focused style allowing one to stay hidden in a variety of conditions.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Camoflauge
Full ; 1 EN
No Check;
You cover yourself with loose material in the environment to blend in.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, as long as the material could blend in with your environment and you have soft cover, you may take the Hide action.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cloaked Movement
Quick
Sneak;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces. Your movement does not break your hidden or invisible status.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to spaces. Your movement does not break your hidden or invisible status.
Definitions:
,
,
,
?
Speechcraft
Speechcraft
Charm Unrestrained
Charm Unrestrained
Charm Unrestrained
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Your charm has an unperceptable control over others. Using this skill, you manipulate others to your whims, beguiling them for your desires.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Flatter
Swift ; 1 EN
Charm; Range: 1-5; 1 Target
You drop a well placed compliment.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 2
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Appeal
Full
No Check; 1 Target
You draw in their attention and follow up with an earnest request.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + [Intuition ] + [Favor]
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Beguile
Full ; 1 EN
Misdirect; Range: 1-5; 1 Target
You convince them that pleasing you will be enough.
vs. Scrutiny
vs. Scrutiny
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight.
The target gains the influence, "Inspired to help you" which is at Low Severity. This influence is removed if the target becomes hostile towards you or the social conflict ends.
Magnetic Charm
Full ; 1 EN
Charm; Range: 1-5; 1 Target
You draw them into your natural charisma.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
The next time your side increases the target's favor, increase it by an additional 4.
Disarming Gaze
Swift ; 1/Round; 1 EN
Charm; Range: 1-5; 1 Target
You form an emotional connection with a look.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
The next Charm skill check you make gains +1 Advantage against this target.
Charming Request
Full
No Check; Range: 1-5; 1 Target
Your appeal is clear so you push forth and make your request immediately.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + 12
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Pander
Full ; 3 EN
Charm; Range: 1-5; 1 Target
You play to their desires in an effort to ease them into your own.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
The target gains a Request Weakness equal to 3 for your side's next Request check.
Flatter II
Swift ; 1/Round
Charm; Range: 1-5; 1 Target
You easily drop an appropriately placed compliment.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 2
,
Inspiring Presence
Inspiring Presence
Inspiring Presence
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Your words inspire greatness in others and can move people to take action. This style motivates allies out of bad situations and allows one to gain favor quickly through unmatched enthusiasm.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Invigorate
Quick ; 1 EN
Inspire; Range: 1-5; 1 Target
You offer inspirational words to inspire another to persevere.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains the Persevering Status
Definitions: Persevering
Persevering
Emotion As a swift action, you may end this condition to end one condition affecting you.
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Insist
Full
No Check; 1 Target
You use your natural charisma to inspire action in another with your genuine request.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + [Conviction] + [Favor]
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Enthusiasm
Quick ; 2 EN
Inspire; Range: 1-5; 1 Target
Requirements: The target must have the Persevering Condition.
You inspire action in another through great enthusiasm, giving them the courage to press on.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses the Persevering Status
Target loses any condition of your choice
Target gains the Encouraged Status
Definitions: Persevering
Persevering
Emotion As a swift action, you may end this condition to end one condition affecting you.
,
, Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
Meditate
Swift ; 1 EN
No Check;
You calm yourself in order to relieve stress.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Charisma] Willpower
Zeal
Full ; 1 EN
Inspire; Range: 1-5; 1 Target
You expressively speak on your convictions and why they matter for this situation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
Increase target's Favor by 1d6 + 3
Deepen Connection
Quick
Empathy; Range: 1-5; 1 Target
Requirements: You must make a statement as part of this action.
You ask another a personal question to gauge their true feelings on the subject.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
A related influence to the statement is revealed to you. You learn whether the influence is supportive or oppositional.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Bravado
Quick ; 4 EN
No Check;
Your bravery fuels you, granting you inner strength to press on.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Persevering Status
You gain the Encouraged Status
You gain the Hasted Status
Definitions: Persevering
Persevering
Emotion As a swift action, you may end this condition to end one condition affecting you.
, Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
, Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
Motivational Speech
Full ; 1 EN
Inspire; Burst 5
You expound on the merits of an important subject, inspiring them to your cause.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
The target gains the influence, "Inspired to help you" which is at Low Severity. This influence is removed if the target becomes hostile towards you or the social conflict ends.
Invigorate II
Swift ; 1/Round; 2 EN
Inspire; Range: 1-5; 1 Target
Your trust in another's ability to persevere can be communicated with a look.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains the Persevering Status
Definitions: Persevering
Persevering
Emotion As a swift action, you may end this condition to end one condition affecting you.
,
Deft Negotiator
Deft Negotiator
Deft Negotiator
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
You are well versed in diplomacy and use it to put pressure on others. Using your skills, you can break their will to gain their trust and quickly bring them to the correct decision.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Diplomacy
Full
Rationalize; Range: 1-5; 1 Target
You negotiate politely with another, attempting to put on the pressure of a situation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
1d6 + 6 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Increase target's Favor by 10
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Build Pressure
Full
Rationalize; Range: 1-5; 1 Target
You force another to confront the gravity of the situation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
1d6 + 3 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Flustered Status
Definitions: Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
Proposal
Full
No Check; 1 Target
You make a formal request with tact to show your respect of the requestee.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + [Reason] + [Favor]
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fast Talk
Quick ; 1 EN
Rationalize; Range: 1-5; 1 Target
You overwhelm them with your quick and misleading speech.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 2
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 + 2 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Increase target's Favor by 10
Quick Request
Quick ; 2 EN
Rationalize; Range: 1-5; 1 Target
You slip in your request as part of your rhetoric.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
Make a request check on the target with 1d6 + 2 + [Favor]
Segue
Swift ; 1/Round
Rationalize;
Requirements: You used a Social Technique this turn.
You smoothly transition into your next topic.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Until the end of the turn, The Target gains +1 Advantage on their next Social skill check.
Increase Tension
Quick ; 1 EN
Rationalize; Range: 1-5; 1 Target
You cause them to squirm with your words.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 2
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 + 2 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Receptive Status
Definitions: Receptive
Receptive
Emotion All persuade checks against the target increase by 4.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Diplomacy II
Full ; 1 EN
Rationalize; Range: 1-5; 1 Target
You negotiate tactfully with another, attempting to put on the pressure of a situation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
3d6 + 4 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Increase target's Favor by 10
Final Push
Full ; 1 EN
No Check; Range: 1-5; 1 Target
You make one final request using all of your skill in persuasion to pull it off.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 5
Make a request check on the target with 1d6 + 5 + [Favor]
,
Abrasive Wit
Abrasive Wit
Abrasive Wit
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Manipulators rub you the wrong way, especially if they try to use their charms on your or your friends. You use your tongue to stave them off and taunt them into giving up.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Subvert
Full ; 1 EN
No Check; Range: 1-5; 1 Target
You downplay another's efforts to exert charm.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Favor by [Charisma]
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dismiss
Full
Demoralize; Range: 1-5; 1 Target
Requirements: The target must have an influence you can leverage to support your check. This influence must also be of the severity you wish to change an influence to.
You try to manipulate one's beliefs by implying there is reason to doubt them.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
You lower the severity of an influence on your target.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Indifference
Quick ; 2 EN
No Check;
Their words don't really matter.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose all emotions of your choice
Definitions:
Spite
Full ; 1 EN
Demoralize; Range: 1-5; 1 Target
You lash out with sharp vitriol.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 + 8 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Angered Status targeted towards the caster
Definitions: Angered
Angered
Emotion The character is furious with another character. When this character makes an attack or social skill check and it does not include the character that is the source of their angered condition, they receive +1 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
Ridicule
Full ; 1 EN
Demoralize; Range: 1-5; 1 Target
You belittle them with taunting words.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 + 8 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Flustered Status
Definitions: Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
Unfazed
Reaction ; 1/Round; 2 EN
Demoralize; Range: 1-5;
Trigger: You gain favor from a character
Your complete non-reaction to their charms leaves them perplexed.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
1d6 + 3 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Doubt Status
Definitions: Doubt
Doubt
Emotion At the start of the round, you lose 5 Willpower. This cannot cause a Will Break.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Subvert II
Swift ; 1/Round; 1 EN
No Check; Range: 1-5; 1 Target
Your glance is enough for your allies to understand your disapproval.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Favor by 1
Redirect Anger
Quick ; 1/Round; 1 EN
Misdirect; Range: 1-5; 1 Target
Requirements: The target must have the Angered emotion.
"Aren't you angry with the wrong person?"
vs. Scrutiny
vs. Scrutiny
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight.
Target gains the Angered Status targeted towards a character of your choice
Definitions: Angered
Angered
Emotion The character is furious with another character. When this character makes an attack or social skill check and it does not include the character that is the source of their angered condition, they receive +1 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
,
Tyrannical Voice
Tyrannical Voice
Tyrannical Voice
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
Fear exists everywhere and you will use it to control others. You frighten others into submitting themselves to your demands and if that doesn't work, anger can do just as well.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Threaten
Quick ; 1 EN
Demoralize; Range: 1-5; 1 Target
You invoke fear and panic.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Frightened Status targeted towards the caster
Definitions: Frightened
Frightened
Emotion A frightened character has +1 disadvantage on attack rolls against the source of its fear. The character can’t willingly move closer to the source. A frightened character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Build Pressure
Full
Rationalize; Range: 1-5; 1 Target
You force another to confront the gravity of the situation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
1d6 + 3 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Flustered Status
Definitions: Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
Proposal
Full
No Check; 1 Target
You make a formal request with tact to show your respect of the requestee.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + [Reason] + [Favor]
Dismiss
Full
Demoralize; Range: 1-5; 1 Target
Requirements: The target must have an influence you can leverage to support your check. This influence must also be of the severity you wish to change an influence to.
You try to manipulate one's beliefs by implying there is reason to doubt them.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
You lower the severity of an influence on your target.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Taunt
Quick ; 1 EN
Demoralize; Range: 1-5; 1 Target
Your taunts attempt to redirect focus to yourself.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Angered Status targeted towards the caster
Definitions: Angered
Angered
Emotion The character is furious with another character. When this character makes an attack or social skill check and it does not include the character that is the source of their angered condition, they receive +1 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
Domineer
Quick
No Check;
You bolster your intimidating presence.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The next time you reduce Willpower this round, decrease it by an additional 5.
Tyrannize
Full ; 2 EN
Demoralize; Range: 1-5; 1 Target
Requirements: The target must have the Frightened emotion and you are the source.
Fear is so easy to manipulate.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
2d6 + 6 Willpower damage
Target gains the Doubt Status
Definitions: Doubt
Doubt
Emotion At the start of the round, you lose 5 Willpower. This cannot cause a Will Break.
Command
Full ; 1 EN
No Check; Range: 1-5; 1 Target
Requirements: The target must have the Frightened emotion and you are the source.
You don't merely request, your words demand attention and submission.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + 15
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Threaten II
Quick ; 2 EN
Demoralize; Range: 1-5; 1 Target
You invoke a lot of fear and panic.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 + 3 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Frightened Status targeted towards the caster
Definitions: Frightened
Frightened
Emotion A frightened character has +1 disadvantage on attack rolls against the source of its fear. The character can’t willingly move closer to the source. A frightened character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
Rage
Quick ; 4 EN
No Check;
Your fury gives you focus and empowers the harm you can do.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Angered Status targeted towards a character of your choice
You gain the Encouraged Status
You gain the Hasted Status
Definitions: Angered
Angered
Emotion The character is furious with another character. When this character makes an attack or social skill check and it does not include the character that is the source of their angered condition, they receive +1 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
, Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
, Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
,
Calming Empathy
Calming Empathy
Calming Empathy
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
You are calm, cool, and meditative. Its hard to attack your willpower with your tranquil aura. This tranquility even bleeds to others as they find it easy to confide with you.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Tranquility
Full ; 1 EN
No Check;
You calm your mind and release tension.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 2d6 + 3 + [Charisma] Willpower
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Appeal
Full
No Check; 1 Target
You draw in their attention and follow up with an earnest request.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + [Intuition ] + [Favor]
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Simple Request
Full ; 2 EN
Empathy; Range: 1-5; 1 Target
You make a gentle request to gauge their interest in helping you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
Make a request check on the target with 1d6 + [Favor]
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
A related influence to the statement is revealed to you. You learn whether the influence is supportive or oppositional.
Small Talk
Full
Charm; Range: 1-5; 1 Target
You engage in casual conversation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 1d6 + 2
Guidance
Full
Charm; Range: 1-5; 1 Target
Requirements: The target must have an influence you can leverage to support your check.
You talk about misconceptions to guide them to your conclusions.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
You raise or lower the severity of an influence on your target.
Mindfulness
Reaction ; 2 EN
Empathy;
Trigger: Your Willpower is reduced but before a Will Break triggers.
Everything will be fine if you relax.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal 1d6 + 5 + [Charisma] Willpower
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Tranquility II
Full ; 2 EN
No Check;
You quickly calm your mind and release tension.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 2d6 + 6 + [Charisma] Willpower
Sympathy
Quick ; 1/Round; 3 EN
Empathy; Range: 1-5; 1 Target
You apologize for all the wasted time.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
Increase target's Patience by 2
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Branched Styles
Toxic Material
Toxic Material
Toxic Material
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Toxin affinity
Description
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Trance Pollen
Quick ; 1 EN; 3 Willpower
Conjure; Range: 1-3; 1 Target
Traits:
vs. Fortitude
vs. Fortitude
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness.
Target gains the Stunned Status
Definitions: Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sleep Spore
Full ; 3 EN; 5 Willpower
Conjure; Range: 1-3; 1 Target
Requirements: The target must have the Stunned condition.
Traits:
vs. Fortitude
vs. Fortitude
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness.
Until you lose focus, Target gains the Unconscious Status
The unconscious condition can be ended by removing the stunned condition.
Definitions: Unconscious
Unconscious
Status An unconscious character cannot take actions, can’t move or speak, and is unaware of its surroundings. The character drops whatever it’s holding and falls prone. All of the character's defenses and senses are considered to be 0.
Poison Gas
Full ; 3 EN; 5 Willpower
Conjure; Range: 1-5; Blast 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Fortitude
vs. Fortitude
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness.
1d6 + 3 + [Character Rank x 2] Poison damage
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 3; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Stunning Spores
Full ; 5 EN; 7 Willpower
Conjure; Range: 1-5; Blast 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Fortitude
vs. Fortitude
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness.
Target gains the Stunned Status
Target gains the Sickened Status
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
, Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
, Sickened
Sickened
Condition Sickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
Blight
Full ; 5 EN; 7 Willpower
Conjure; Range: 1-5; Blast 2
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Fortitude
vs. Fortitude
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness.
1d6 + 3 + [Character Rank x 2] Poison damage
Target gains the Sickened Status
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
, Sickened
Sickened
Condition Sickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
Character Rank 4; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blight II
Full ; 6 EN; 10 Willpower
Conjure; Range: 1-5; Blast 2
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Fortitude
vs. Fortitude
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness.
2d6 + 6 + [Character Rank x 2] Poison damage
Target gains the Sickened Status
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
, Sickened
Sickened
Condition Sickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
,
Mana Control
Mana Control
Mana Control
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Mana affinity
Description
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Mana Scan
Swift ; 1/Round; 3 Willpower
Resonance; Range: 1; Cone 5
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wide Mana Scan
Swift ; 1/Round; 1EN ; 5 Willpower
Resonance; Range: 1; Cone 8
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Break Focus
Full ; 1/Round; 2 EN; 5 Willpower
Channel; Range: 1; 1 Target
Requirements: The target must be focusing on a technique.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
A technique that is being focused on ends.
Arcane Release
Quick ; 1/Round; 2 EN; 5 Willpower
Channel; Range: 1; 1 Target or Space
Requirements: The target must be under the effects of an [Arcanify] technique.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
The effect on the target ends.
Ki Charger
Quick ; 1/Round; 1 EN; 5 Willpower
No Check; Range: 1; 1 Target
Requirements: The target cannot have been the target of this technique this round.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains 1 EN
Envoke Release
Quick ; 1/Round; 2 EN; 5 Willpower
Channel; Range: 1; 1 Target or Space
Requirements: The target must be under the effects of an [Envoke] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The effect on the target ends.
Copy Arcane
Reaction ; 1/Round; 5 Willpower
Resonance; Range: 0-5
Trigger: An [Arcanify] technique is used within range and does not have the [Focus] trait.
Your skill with reading ether allows you to mimic energy itself, regardless of your aspect.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Until the end of the round, you may use the technique once. You must follow all of its normal rules including tier limitations, resource costs, and action costs. You may ignore any aspect requirements.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Trait_Arcanify
Trait_Focus
Character Rank 3; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Manasense
Swift ; 1/Round; 7 Willpower
Resonance; Range: 1-5; 1 Target
Requirements: Target must be a living character.
You sense creatures through sensing the ether they emit.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Focus Breaker
Full ; 1/Round; 3 EN; 7 Willpower
Channel; Range: 1-3; 1 Target
Requirements: The target must be focusing on a technique.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
A technique that is being focused on ends.
Ki Battery
Quick ; 1/Conflict; 4 EN; 7 Willpower
No Check; Range: 1; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains 3 EN
Drain Ki
Quick ; 1/Round; 1 EN; 7 Willpower
Channel; Range: 1-3; 1 Target
Requirements: The target cannot have been the target of this technique this round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains -1 EN
Character Rank 4; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Siphon Ki
Quick ; 1/Conflict; 2 EN; 10 Willpower
Channel; Range: 1-3; 1 Target
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains -2 EN
You gain 3 EN
Aided Focus
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Instead of focusing on a technique, you may choose to focus on a character's technique in their stead as long as they are adjacent to you at the start of the round.
,
Soul Surge
Soul Surge
Soul Surge
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Soul affinity
Description
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Aid
Quick
No Check; Range: 1; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses any condition of your choice
Definitions:
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Mend
Quick ; 1 EN; 3 Willpower
No Check; 1 Target or Self
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal 1d6 + 2 + [Heal Value] + [Accuracy] Hit Points
Sprint
Quick ; 3 Willpower
Heal; 1 Target or Self
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You gain 3 Move Charge.
Definitions:
,
Vault
Quick ; 3 Willpower
Heal;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 4 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Force Lift
Quick ; 3 Willpower
No Check;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, your carrying capacity increases by 80.
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Vault II
Quick ; 1 EN; 5 Willpower
Heal;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 6 spaces.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you treat falls as 4 spaces shorter.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Force Lift II
Quick ; 2 EN; 5 Willpower
No Check;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, your carrying capacity increases by 200.
Force Carry
Passive
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Carrying Capacity is set to 80 + [Body x 20]
Mend II
Quick ; 3 EN; 5 Willpower
No Check; 1 Target or Self
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal 3d6 + 5 + [Heal Value] + [Accuracy] Hit Points
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Accelerate
Quick ; 1/Round; 2 EN; 7 Willpower
Heal; Range: 1-3; 1 Target
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Hasted Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 3 Move Charge.
Definitions: Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
,
Self Accelerate
Swift ; 1/Round; 3 EN; 7 Willpower
Heal;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hasted Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You gain 3 Move Charge.
Definitions: Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
,
Life Mending
Full ; 3 EN; 7 Willpower
No Check; 1 Target or Self
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose all conditions of your choice
If target has a surge, they must spend one and heal 2d6 + 5 + [Heal Value] + [Accuracy] Hit Points
Definitions:
Character Rank 4; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Soul Retrieval
5 Minutes ; 5 EN; 10 Willpower; 1 Boon
Heal; Range: 1; 1 Target
Requirements: The target must have died within the last 5 Minutes.
DC 18
DC 18
Your skill check must meet or exceed this value for the following effects to occur.
The character returns to life.
,
Light Control
Light Control
Light Control
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Light affinity
Description
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blur
Quick ; 2 EN; 3 Willpower
Enchant;
Your form wavers as you layer images of yourself over top of each other.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The next Attack skill check made against you has +1 Disadvantage.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Until the end of the round, Attack skill checks made against you have +1 Disadvantage.
Mirage
Quick ; 1 EN; 3 Willpower
No Check; Range: 1-5; Space 1
You create an illusory duplicate of an image.
Traits:
;
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, Choose an object, character, or some other visible phenomenon within sight to be your subject. The image appears in the target location, mimicking all visual aspect of the subject.
Torchlight
Quick ; 1 EN; 3 Willpower
No Check; Range: 1-5; Blast 1
Traits:
;
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Light].
Definitions: Light
Light
This area is bathed in light. This eliminates darkness in the area. Light is calculated as: 3
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Light Veil
Quick ; 2 EN; 5 Willpower
Enchant;
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, You gain the Invisible Status
You lose the Invisible status if you do not remain in dim or darker light.
You lose the Invisible status when using any technique other than Move, Stride, Hide, or one that says it will not break invisibility.
On End Focus
On End Focus
Once focus is ended, the following effects occur.
The invisibility status ends.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You gain the Hidden Status
You lose the Engaged Status
Definitions: Invisible
Invisible
Status All attacks against Invisible characters, regardless of type, have a 50 percent chance to miss outright before an attack roll is made. Attacks made by an Invisible character gain +1 advantage. Invisible characters can always Hide, even without cover.
, Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Light Illusion
Quick ; 1 EN; 5 Willpower
Channel; Range: 1-5; Space 1
Traits:
;
;
;
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Until you lose focus, You create an image of whatever you wish to appear in the target location. On failure, the image is still created but it is obviously fake.
L. Torchlight
Quick ; 2 EN; 5 Willpower
No Check; Range: 1-5; Blast 3
Traits:
;
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Light].
Definitions: Light
Light
This area is bathed in light. This eliminates darkness in the area. Light is calculated as: 3
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cloaked Movement
Quick
Sneak;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces. Your movement does not break your hidden or invisible status.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to spaces. Your movement does not break your hidden or invisible status.
Definitions:
,
,
,
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Invisibility
Quick ; 3 EN; 7 Willpower
Enchant;
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, You gain the Invisible Status
You lose the Invisible status when using any technique other than Hide or one that says it will not break invisibility.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You gain the Hidden Status
You lose the Engaged Status
On End Focus
On End Focus
Once focus is ended, the following effects occur.
The invisibility status ends.
Definitions: Invisible
Invisible
Status All attacks against Invisible characters, regardless of type, have a 50 percent chance to miss outright before an attack roll is made. Attacks made by an Invisible character gain +1 advantage. Invisible characters can always Hide, even without cover.
, Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Large Illusion
Quick ; 2 EN; 7 Willpower
Channel; Range: 1-5; Blast 1
Traits:
;
;
;
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Until you lose focus, You create an image of whatever you wish to appear in the target location. On failure, the image is still created but it is obviously fake.
Character Rank 4; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wall of Invisibility
Full ; 4 EN; 10 Willpower
No Check; Range: 1-5; Line 5
You create a wall of invisibility to hide anything inside.
Traits:
;
;
;
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Invisible Status
Characters and objects that leave the area lose the Invisible status.
Definitions: Invisible
Invisible
Status All attacks against Invisible characters, regardless of type, have a 50 percent chance to miss outright before an attack roll is made. Attacks made by an Invisible character gain +1 advantage. Invisible characters can always Hide, even without cover.
Huge Illusion
Quick ; 3 EN; 10 Willpower
Channel; Range: 1-5; Blast 2
Traits:
;
;
;
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Until you lose focus, You create an image of whatever you wish to appear in the target location. On failure, the image is still created but it is obviously fake.
,
Shadow Control
Shadow Control
Shadow Control
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Shadow affinity
Description
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cloud of Darkness
Quick ; 1 EN; 3 Willpower
No Check; Range: 1-5; Blast 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Darkness].
Any effects in the area considered [Ter_Light] are removed.
Definitions: Darkness
Darkness
This area is covered in shadow that is difficult to see through. Everything within is considered to be in soft cover and dim light. Darkness is calculated as: 6
, Light
Light
This area is bathed in light. This eliminates darkness in the area. Light is calculated as: 3
Character Rank 2; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Clouded Eyes
Quick ; 2 EN; 5 Willpower
Enchant; Range: 1-3; 1 Target
Traits:
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Until you lose focus, Target gains the Blinded Status
Definitions: Blinded
Blinded
Status A blinded character cannot see and automatically fails any skill checks requiring line of sight and has +1 Disadvantage on all Active skill checks. Characters have +1 Advantage when attacking this character.
Darkvision
Passive
No Check
Your eyes adjust to the absence of light.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You can see in the dark out to 15 spaces.
Shadow Walk
Quick ; 2 EN; 5 Willpower
Enchant;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, You gain the Invisible Status
You lose the Invisible status if you do not remain in dim or darker light.
You lose the Invisible status when using any technique other than Move, Stride, Hide, or one that says it will not break invisibility.
On End Focus
On End Focus
Once focus is ended, the following effects occur.
The invisibility status ends.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You gain the Hidden Status
You lose the Engaged Status
Definitions: Invisible
Invisible
Status All attacks against Invisible characters, regardless of type, have a 50 percent chance to miss outright before an attack roll is made. Attacks made by an Invisible character gain +1 advantage. Invisible characters can always Hide, even without cover.
, Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
L. Cloud of Darkness
Quick ; 2 EN; 5 Willpower
No Check; Range: 1-5; Blast 3
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Darkness].
Any effects in the area considered [Ter_Light] are removed.
Definitions: Darkness
Darkness
This area is covered in shadow that is difficult to see through. Everything within is considered to be in soft cover and dim light. Darkness is calculated as: 6
, Light
Light
This area is bathed in light. This eliminates darkness in the area. Light is calculated as: 3
Grant Darkvision
Swift ; 1 EN; 5 Willpower
No Check; Range: 1; 1 Target
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target can see in the dark out to 15 spaces.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cloaked Movement
Quick
Sneak;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces. Your movement does not break your hidden or invisible status.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to spaces. Your movement does not break your hidden or invisible status.
Definitions:
,
,
,
Character Rank 3; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Group Shadow Walk
Full ; 4 EN; 7 Willpower
Enchant; Range: 0; Burst 1
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, Target gains the Invisible Status
Targets lose the Invisible status if they do not remain in dim or darker light.
Targets lose the Invisible status when they use any technique other than Move, Stride, Hide, or one that says it will not break invisibility.
On End Focus
On End Focus
Once focus is ended, the following effects occur.
The invisibility status on all targets ends.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains the Hidden Status
Target loses the Engaged Status
Definitions: Invisible
Invisible
Status All attacks against Invisible characters, regardless of type, have a 50 percent chance to miss outright before an attack roll is made. Attacks made by an Invisible character gain +1 advantage. Invisible characters can always Hide, even without cover.
, Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
,
Gravity Force
Gravity Force
Gravity Force
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Gravity affinity
Description
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Restrain
Quick ; 3 Willpower
Kinesis; Range: 1-3; 1 Target
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Encumbered Status
Definitions: Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
Character Rank 2; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Featherfall
Reaction ; 1/Round; 1 EN; 5 Willpower
No Check; Range: 0-5; Blast 2
Trigger: You or another character within range jump or fall.
You decrease gravity in an area to allow others to lift themselves.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Liftstream].
Definitions: Liftstream
Liftstream
Characters who make a vertical jump increase their jump height by up to 3 spaces. Characters that end a fall within the area treat falls as 4 spaces shorter. Liftstream is calculated as: 5
Pressure
Quick ; 1/Round; 2 EN; 5 Willpower
Kinesis; Range: 0-5; Blast 1
You increase gravity on all within a small area.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Heavy].
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Encumbered Status
Definitions: Heavy
Heavy
When entering a space that is heavy, you spend an additional space of movement. Heavy is calculated as: 4
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
Subdue
Quick ; 5 Willpower
Kinesis; Range: 1-3; 1 Target
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Encumbered Status
Definitions: Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
Character Rank 3; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Weighted Terrain
Quick ; 1/Round; 4 EN; 7 Willpower
Kinesis; Range: 0-5; Blast 1
You increase gravity on all within a small area.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Heavy].
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Encumbered Status
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Prone Status
Definitions: Heavy
Heavy
When entering a space that is heavy, you spend an additional space of movement. Heavy is calculated as: 4
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
, Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Prostration
Full ; 1/Round; 4 EN; 7 Willpower
Kinesis; Range: 1-5; 1 Target
You push a foe to their knees.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Artistry] Willpower damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Prone Status
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
3d6 + 12 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Encumbered Status
Target gains the Immobilized Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Character Rank 4; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Group Prostration
Full ; 1/Round; 5 EN; 10 Willpower
Kinesis; Range: 0-5; Blast 1
You increase gravity on all within a small area.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Artistry] Willpower damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Prone Status
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 + 10 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Encumbered Status
Target gains the Immobilized Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Gravity Well
Full ; 1/Round; 6 EN; 10 Willpower
Kinesis; Range: 0-5; Blast 2
You create a small orb of gravity to suck your enemies into its center.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Heavy].
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Immobilized Status
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pulled 1 spaces towards the center of the area
Definitions: Heavy
Heavy
When entering a space that is heavy, you spend an additional space of movement. Heavy is calculated as: 4
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Character Rank 5; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Black Spiral
Full ; 1/Round; 7 EN; 15 Willpower
Kinesis; Range: 0-5; Blast 3
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Heavy].
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Encumbered Status
Target gains the Immobilized Status
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pulled 1 spaces towards the center of the area
Definitions: Heavy
Heavy
When entering a space that is heavy, you spend an additional space of movement. Heavy is calculated as: 4
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
,
Ether Magic
Ether Magic
Ether Magic
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Ether affinity
Description
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ether Scan
Swift ; 1/Round; 3 Willpower
Resonance; Range: 1; Cone 5
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Shimmer
Quick ; 3 Willpower
Enchant;
Your form wavers as you layer images of yourself over top of each other.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, The next attack skill check made against You gains +1 Disadvantage
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Until the end of the round, The next attack skill check made against You gains +1 Disadvantage
Ethereal Message
Quick ; 3 Willpower
No Check; Range: 2-10; 1 Target
You manipulate ether to send a short message to a nearby person.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target (and only the target) hears the message and can reply in a whisper that only you can hear.
Reflection
Quick ; 1 EN; 3 Willpower
No Check; Range: 1-5; Space 1
You create an illusory duplicate of an image.
Traits:
;
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, Choose an object, character, or some other visible phenomenon within sight to be your subject. The image appears in the target location, mimicking all visual aspect of the subject.
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wide Ether Scan
Swift ; 1/Round; 1EN ; 5 Willpower
Resonance; Range: 1; Cone 8
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Spirit Speaking
Full ; 1 EN; 5 Willpower
No Check; Range: 0;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may see and speak to spirits from your location out to 1 space.
Large Reflection
Quick ; 2 EN; 5 Willpower
No Check; Range: 1-5; Blast 1
You create an illusory duplicate of an image.
Traits:
;
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, Choose an object, character, or some other visible phenomenon within sight to be your subject. The image appears in the target location, mimicking all visual aspect of the subject.
Mirror Images
Quick ; 3 EN; 5 Willpower
Enchant;
You create illusory duplicates in your space that mimic your actions to deceive others.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create one illusory duplicate.
Whenever you are targeted by a single target technique, the technique has a 50% chance to completely fail. If it does, one illusory duplicate is destroyed.
This technique ends when all duplicates are destroyed or you end focus on this technique.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You create two more illusory duplicates.
Mimic Arcane
Reaction ; 1/Round; 5 Willpower
Resonance; Range: 0-5
Trigger: An [Arcanify] technique is used within range and does not have the [Focus] trait.
Your skill with reading ether allows you to mimic energy itself, regardless of your aspect.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Until the end of the round, you may use the technique once. You must follow all of its normal rules including tier limitations, resource costs, and action costs. You may ignore any aspect requirements.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Trait_Arcanify
Trait_Focus
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Magnify Reflection
Reaction ; 1/Round; 1 EN; 5 Willpower
No Check
Trigger: You cast Reflection, Large Reflection, or Greater Reflection
You create glass to magnify the size of the reflection.
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The size of the blast area increases by 1.
Character Rank 3; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ethersense
Swift ; 1/Round; 7 Willpower
Resonance; Range: 1-5; 1 Target
Requirements: Target must be a living character.
You sense creatures through sensing the ether they emit.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Greater Reflection
Quick ; 3 EN; 7 Willpower
No Check; Range: 1-5; Blast 2
You create an illusory duplicate of an image.
Traits:
;
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, Choose an object, character, or some other visible phenomenon within sight to be your subject. The image appears in the target location, mimicking all visual aspect of the subject.
Mimic F. Arcane
Reaction ; 1/Round; 1 EN; 7 Willpower
Resonance; Range: 0-5
Trigger: An [Arcanify] technique is used within range.
DC 14
DC 14
Your skill check must meet or exceed this value for the following effects to occur.
Until the end of the round, you may use the technique once. You must follow all of its normal rules including tier limitations, resource costs, and action costs. You may ignore any aspect requirements.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Trait_Arcanify
,
Blood Flux
Blood Flux
Blood Flux
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Blood affinity
Description
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Lacerate
Full ; 1 EN; 3 Willpower
Heal; Range: 1-3; 1 Target
You slash at a target's body, causing lacerations to form.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + 6 + [Artistry] Tension damage
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Attenuate
Quick ; 1/Round; 2 EN; 5 Willpower
Heal; Range: 1-3; 1 Target
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Stunned Status
Definitions: Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
Hold Person
Full ; 2 EN; 5 Willpower
Heal; Range: 1-3; 1 Target
Requirements: The target must be a living character.
You freeze a person in place, forcing them to remain paralyzed by your grasp.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Until the end of the round, Target gains the Paralyzed Status
Definitions: Paralyzed
Paralyzed
Status A paralyzed character can't use actions or reactions, and can speak only falteringly. Attacks are made against them at +1 Advantage.
Character Rank 3; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Coagulate
Full ; 4 EN; 7 Willpower
Heal; Range: 1-3; 1 Target
You twist a foe's blood veins, causing internal pain.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
8d6 + 12 + [Artistry] Tension damage
Blood Transfusion
10 Minutes ; 5 EN; 7 Willpower; 1 Boon
Heal; Range: 1; 1 Target
Requirements: The target must have died within the last 15 Minutes. You must have a nearby character with blood to perform a transfusion.
You transfuse blood into the recently deceased to return them to life.
DC 18
DC 18
Your skill check must meet or exceed this value for the following effects to occur.
The character returns to life.
Character Rank 4; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Seize Persons
Full ; 4 EN; 10 Willpower
Heal; Range: 1-3; 3 Targets
Requirements: The targets must be a living characters.
You cause targets to begin to seize involuntarily and lose control of their bodies.
Traits:
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Until the end of the round, Target gains the Paralyzed Status
Definitions: Paralyzed
Paralyzed
Status A paralyzed character can't use actions or reactions, and can speak only falteringly. Attacks are made against them at +1 Advantage.
Character Rank 5; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cardiac Seizure
Full ; 4 EN; 15 Willpower
Heal; Range: 1-3; 1 Target
Requirements: The target must have the paralyzed condition.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Lose 1 Vitality
Resurrection
10 Minutes ; 5 EN; 15 Willpower; 1 Boon
Heal; Range: 1; 1 Target
Requirements: The target must have died within the last hour. You must have a nearby character with blood to perform a transfusion.
You transfuse blood into the recently deceased to return them to life.
DC 18
DC 18
Your skill check must meet or exceed this value for the following effects to occur.
The character returns to life.
,
Sound Control
Sound Control
Sound Control
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Sound affinity
Description
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Message
Quick ; 3 Willpower
No Check; Range: 2-10; 1 Target
You transfer a silent sound to a target that allows them to respond.
Traits:
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target (and only the target) hears the message and can reply in a whisper that only you can hear.
Thunderclap
Full ; 3 Willpower
Channel; Range: 2-5; Cone 3
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Accuracy] Energy damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 3 Energy damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target is Pushed 1 spaces from you.
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Echo Sounds
Full ; 1 EN; 5 Willpower
No Check; Range: 1 Mile; Space 1
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, You send all sounds at your location to the target.
Echolocation
Swift ; 1/Round; 5 Willpower
Search; Range: 1-5; 1 Target
Requirements: Target must be a character you suspect is Hidden.
You sense creatures through sound.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Sculpt Sound
Quick ; 2 EN; 5 Willpower
Channel; Range: 0-10; Blast 5
You change the sounds made by a creature or object.
Traits:
;
;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, you can alter the voice of a character or sound in the area. You can also amplify or deaden a sound, or transform one sound into another. All within the area hear the altered sound.
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
The character cannot tell that the sound is being altered. On failure, even a deadened sound can be heard as a whisper.
Sound Blast
Full ; 3 EN; 5 Willpower
Channel; Range: 2-5; Blast 2
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Energy damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + [Accuracy] + 4 Energy damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target is Pushed 1 spaces from you.
Character Rank 3; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Thunderclap II
Full ; 2 EN; 7 Willpower
Channel; Range: 2-5; Cone 3
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] Energy damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 5 Energy damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target is Pushed 1 spaces from you.
Sound Blast II
Full ; 5 EN; 7 Willpower
Channel; Range: 2-5; Blast 2
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 3 Energy damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 4 Energy damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target is Pushed 1 spaces from you.
Character Rank 4; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Boom Blast
Full ; 6 EN; 10 Willpower
Channel; Range: 2-5; Blast 3
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 4 Energy damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 4 Energy damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target is Pushed 1 spaces from you.
,
Time Control
Time Control
Time Control
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Time affinity
Description
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Distortion
Quick ; 3 Willpower
Enchant;
Your form wavers as you layer images of yourself over top of each other.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, The next attack skill check made against You gains +1 Disadvantage
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Until the end of the round, The next attack skill check made against You gains +1 Disadvantage
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Lethargy
Quick ; 1/Round; 2 EN; 5 Willpower
Enchant; Range: 1-3; 1 Target
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Stunned Status
Definitions: Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
Temporal Reposition
Quick ; 3 EN; 5 Willpower
Enchant; Range: 1-3; 2 Targets
Requirements: Target may include yourself
You slow the passage of time allowing you to move easily while others remain in place.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to [Move Charge] spaces.
Target gains [Stride Roll] Move Charge.
Definitions:
,
Character Rank 3; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blink
Reaction ; 1/Conflict; 2 EN; 7 Willpower
No Check;
Trigger: A technique's skill check succeeds vs. your evasion defense.
An attack that supposedly hit turns out it hadn't.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Treat the skill check as if it failed beating your evasion defense.
Alacrity
Quick ; 1/Round; 2 EN; 7 Willpower
Enchant; Range: 1-3; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Hasted Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 3 Move Charge.
Definitions: Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
,
Self Alacrity
Swift ; 1/Round; 3 EN; 7 Willpower
Enchant;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hasted Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You gain 3 Move Charge.
Definitions: Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
,
Quick Stop
Full ; 1/Conflict; 5 EN; 7 Willpower
Enchant;
You slow the passage of time in an area around you, allowing your actions to be performed fast.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 10 Temporal Movement Actions.
Temporal Movement Actions can only be used to perform the Stride, Jump, and Interact techniques. As soon as you perform any other technique you lose all Temporal Movement Actions.
While performing Temporal Movement Action, you become imperceivable to anyone other than other characters that are able to use the Time branch and those who've acquired Neijing.
DC 15
DC 15
Your skill check must meet or exceed this value for the following effects to occur.
You gain 20 Temporal Movement Actions.
Character Rank 4; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Rewinding Step
Swift ; 1/Round; 3 EN; 10 Willpower
No Check;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create a temporal anchor at your position.
As a reaction, triggered by a character starting their turn, you may return to the space of your temporal anchor as long as you are within 30 spaces of it and no character occupies the space. The temporal anchor is then removed and this technique ends.
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
The temporal anchor is removed.
Group Quick Stop
Full ; 1/Conflict; 6 EN; 10 Willpower
Enchant; 3 Targets
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You and each target gains 5 Temporal Movement Actions.
Temporal Movement Actions can only be used to perform the Stride, Jump, and Interact techniques. While performing these actions you cannot become engaged. As soon as you perform any other technique you lose all Temporal Movement Actions.
While performing Temporal Movement Action, you become imperceivable to anyone other than other characters that are able to use the Time branch and those who've acquired Neijing.
DC 17
DC 17
Your skill check must meet or exceed this value for the following effects to occur.
You and each target gains 10 Temporal Movement Actions.
Character Rank 5; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Time Stop
Full ; 1/Conflict; 6 EN; 15 Willpower; 1 Boon
Enchant;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Your turn ends. You immediately gain all benefits from starting a round then start a new turn.
DC 17
DC 17
Your skill check must meet or exceed this value for the following effects to occur.
After completing your turn, you immediately gain all benefits from starting a round then start a new turn.
DC 20
DC 20
Your skill check must meet or exceed this value for the following effects to occur.
After completing the second turn, you immediately gain all benefits from starting a round then start a new turn.
,
Flying Assault
Flying Assault
Flying Assault
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a FlyingAssault affinity
Description
A Grappling and Enchant-focus style that allows one to perform acrobatic maneuvers that strike hard from above.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Airglide
Quick ; 3 Willpower
Enchant;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 3 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Airlift
Quick ; 1/Round; 3 Willpower
Enchant;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 3 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Windstomp
Quick ; 5 Willpower
Grappling; Range: 1; 1 Target
You strike at a foe with a burst of wind, then use the burst to launch yourself away.
vs. Evasion
vs. Evasion
undefined
1d3 + 1 Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
[Power] Force damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Liftoff
Quick ; 1/Round; 3 Willpower
Enchant;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 3 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Flamestomp
Quick ; 5 Willpower
Grappling; Range: 1; 1 Target
You launch yourself at a foe with a burning kick, then propel yourself from their body.
vs. Evasion
vs. Evasion
undefined
1d3 + 1 Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
[Power] Force damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Hover
Quick ; 3 Willpower
Enchant;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 2 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Windsprint
Swift ; 1/Round; 1 EN; 5 Willpower
Enchant;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you may treat all movement as flying.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 2 Move Charge.
Definitions:
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jet
Swift ; 1/Round; 1 EN; 5 Willpower
Enchant;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you may treat all movement as flying.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 2 Move Charge.
Definitions:
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fly
Swift ; 1/Round; 1 EN; 5 Willpower
No Check;
Traits:
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you may treat all movement as flying.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Instant Overhead
Quick ; 2 EN
Grappling; Range: 1; 1 Target
Requirements: You must be at least 1 space above the target.
vs. Evasion
vs. Evasion
undefined
3d6 + 4 + [Power] Force damage
Dive Kick
Quick ; 3 EN
Grappling; Range: 1; 1 Target
Requirements: You must be at least 1 space above the target.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You immediately fall.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 9 + [Power] Force damage
Any fall damage you had taken by this technique is instead taken by the target.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Instant Overhead II
Quick ; 4 EN
Grappling; Range: 1; 1 Target
Requirements: You must be at least 1 space above the target.
vs. Evasion
vs. Evasion
undefined
5d6 + 10 + [Power] Force damage
Character Rank 4; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Gusting Dive Kick
Quick ; 6 EN
Grappling; Range: 1; 1 Target
Requirements: You must be at least 1 space above the target.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You immediately fall.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
7d6 + 24 + [Power] Force damage
Any fall damage you had taken by this technique is instead taken by the target.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Flaming Dive Kick
Quick ; 6 EN
Grappling; Range: 1; 1 Target
Requirements: You must be at least 1 space above the target.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You immediately fall.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 6 + [Power] Force damage
4d6 + 18 Fire damage
Any fall damage you had taken by this technique is instead taken by the target.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Basic Styles
Basic Action
Basic Action
Basic Action
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
This is a set of actions anyone can perform
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Hide
Quick
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hidden Status
You lose the Engaged Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Mount
Quick
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You climb onto or into an object, usually a vehicle.
Move
Swift
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to [Move Charge] spaces.
Definitions:
,
Jump
Quick
Physique;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 1 spaces.
You may Move up to 1 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Prepare
Quick ; 1/Round
No Check;
You get ready to take an action at a specific time or when a specific condition is met.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You can prepare any quick action technique and specify a trigger. Until the start of the next round, if the trigger condition occurs, you can use this technique as a reaction.
Interact
Swift ; 2/Round
No Check
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, open a door, or produce some similar effect. You might have to attempt a skill check to determine if your Interact action was successful.
Detect Ether
Quick
Resonance; Range: 1; Cone 5
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Detect Creature
Quick
Search; Range: 1-5; 1 Target
Requirements: Target must be a character you suspect is Hidden.
You try to find a hidden character.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Shove
Quick
Physique; Range: 1; 1 Target
Requirements: Target must be the same Size or smaller than you.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 1 spaces from you.
Stride
Quick
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Stride Roll] Move Charge.
You may Move up to [Move Charge] spaces.
Definitions:
,
,
Style Change
Full ; 1 Boon
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may change your equipped Job and Styles.
Overdrive
Swift ; 1/Round; 1 Boon
No Check;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may use one Quick action.
Pass Turn
Full ; 1/Round
No Check; Range: 1-10; 1 Target
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You allow another character to use a Quick-action Technique.
,
Basic Attack
Basic Attack
Basic Attack
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
This is a set of actions anyone can perform
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Unarmed Strike
Quick
Grappling; Range: 1; 1 Target
You strike at a target with your body such as a fist or a kick.
vs. Evasion
vs. Evasion
undefined
1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d3 Weapon damage
Basic Strike
Quick
Skirmish; Range: 1; 1 Target
You swing a weapon at a target.
vs. Evasion
vs. Evasion
undefined
[Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Throw
Quick
Throw; Range: 2-3; 1 Target
Item Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
You throw an object at a target.
vs. Evasion
vs. Evasion
undefined
[Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Heavy Strike
Full
Might; Range: 1; 1 Target
You swing an object with all your might at a foe.
vs. Evasion
vs. Evasion
undefined
1d6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 Weapon damage
,
Basic Maneuver
Basic Maneuver
Basic Maneuver
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
This is a set of actions anyone can perform
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Break Free
Quick
Physique; Range: 1; 1 Target
Requirements: You have the grappled status.
You attempt to end a grapple or restraining effect by breaking the grappler's grip.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target loses the Grappled Status
You lose the Grappled Status
Definitions: Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
Escape
Quick
Agility; Range: 1; 1 Target
Requirements: You have the grappled status.
You attempt to end a grapple or restraining effect by wrigglnig loose.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target loses the Grappled Status
You lose the Grappled Status
Definitions: Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
Move Silently
Quick
Sneak;
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces. Your movement does not break your hidden status.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to [Base Speed] spaces. Your movement does not break your hidden status.
Definitions:
,
,
Grab an Edge
Reaction ; 1/Round
Agility
Trigger: When you fall or pass an edge or other handhold
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You grab the ledge, potentially stopping your fall.
,
Basic Social
Basic Social
Basic Social
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
This is a set of actions anyone can perform
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Reassure
Full
Inspire; Range: 1-5; 1 Target
You offer words of motivation to help another persevere.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains the Persevering Status
Definitions: Persevering
Persevering
Emotion As a swift action, you may end this condition to end one condition affecting you.
Build Favor
Full
Charm; Range: 1-5; 1 Target
You attempt to make a good impression with a specific person.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 1d6 + 2
Agitate
Quick
Demoralize; Range: 1-5; 1 Target
Your words are designed to anger... Slightly.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
1d6 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Flustered Status
Definitions: Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
Emphasize
Full
Rationalize; Range: 1-5; 1 Target
Requirements: The target must have an influence you can leverage to support your check. This influence must also be of the severity you wish to change an influence to.
You try to convince another that a held conviction of theirs is more or less important.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 2
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
You raise or lower the severity of an influence on your target.
Request
Full
No Check; Range: 1-5; 1 Target
You make a request of someone, leveraging the favor you've built.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When making your request, you may attempt to bargain at the same time by offering goods, services, or favors. You may also choose to threaten and offering them things they do not want at the risk of angering them. This may increase the results of your request check.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + [Favor]
Sense Motive
Quick ; 1/Round; 1 EN
Empathy; Range: 1-5; 1 Target
Requirements: Choose a recent topic or situation where you've seen the reaction of the target.
You try to gauge how a recent action, something said, or other situation impacted them.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
A related influence to the statement is revealed to you. You learn whether the influence is supportive or oppositional.